This should include some way of your player leaving the dungeon, such as being transferred to a different map. In the right most tile place anything you want to appear exactly once per dungeon floor.Like we did for our tile map, use any terrain to draw a grid, this time with 2 squares, side by side, each the same size as your tiles.So if we are using tile-size of seven this means our detail map will be 17 wide and 9 tall. Ofcourse, this is too small for RPGMaker, so the default of 17x13 is fine. Set the map's size to be atleast Tile-Size + 2 in height, and Tile-Size x 2 + 3 in width.Ensure that the tileset in use is the same as you used when you designed your tiles.Make note of it's ID also, we will call this number the Detail Map ID I suggest putting it "inside" the map where you designed the tiles, by right clicking on that map and selecting new map, to keep your game organized). Create a new map (call it something like DungeonDetails.In this dungeon we have a rope event at the end of each dungeon, and a section of darkened dirt at the start. One this tile, we want an event to appear which either transfers the player out of the dungeon (Perhaps to a boss fight, or back to the main map) See the optional lessons on how have the exit event generate a new floor, allowing for dungeons with multiple floors. Similarly the a random tile in the dungeon is designated to be the floor's exit. (This can, of course, be empty, if you do not want to mark the floor starting point in anyway). Lesson 2: Building the Floor Entrances and Exits When the player starts a dungeon, whichever tile they start on will have a special overlay placed onto it. This blog post discussing Shift-Click mapping, which is a very useful tool in ensuring that that the tiles seamlessly connect. If you do not follow the same placement pattern as this template, there generation will not work For example, the top right corner should only have exits to the top and right. Refer to the screenshot in the hide to ensure you place the right tile in the right place.You can put anything you want here (even events!). In each tile draw out the segment of the maze.This will not show up in game, and is just there to visually show you, the designer, where each tile is. Use any terrain draw a 4x4 grid on the map.Set both the width and the height of the map to be equal to ( Tile-Size x 4) + 5. So if you are using a tile-size of seven, that means the map is going to be (7 x 4) + 5 = 28 + 5 = 33 tall and 33 wide.It should be a three digit number like "004". Create a new map (and call it something like DungeonTiles) Make note of its ID, which is at the top of it's property panel.For your first dungeon, I suggest a size of seven. Note, that you can have small dungeons with big tiles, and vice-versa. Bigger tiles mean you can have more detailed tiles, but also tends to produce simpler dungeons. Decide your dungeons Tile-Size how big your tiles are going to be.Each of the option lessons which follow will allow the extra detail you need to create the perfect dungeons for your game! Steps: That is because it is, but this is only lesson one. At the end of this lesson you should have something which looks like this: Although this may look basic and boring. For this reason I will be posting a number of step-by-step lessons on how to best use KaiMonkey's Random Dungeons. Lessons 1,2,3 and 4 must be taken in order, although the optional lessons can be taken in any order Lesson 1: Building the tiles The random generator works by piecing together pre-built map segments (Which I will refer to as tiles) to build up the dungeon in a maze like fashion. Create rooms in rectangular shapes, not just squares!ĭemo Demo here! How-To-Guide Alright, I admit it, there is quite a lot of work required to get the most out of this script.Use a powerful Room system to create unique features in your game New in Version 1.1:.Populate your dungeon with events: Anything which can be built using events can be generated straight into your dungeon!. Have different settings for different dungeons, allowing your "Happy Forest" dungeon to be entirely different from your "Deep Hell" dungeon (And your players would expect not less).Generate an infinite number of randomly generated dungeons for you to explore.Forest, sewers, caves, mines and more can all be generated, and all options can be fine-tuned to get the perfect dungeon for your game! Screenshot: Features With this script you can have the game randomly produce floor after floor of unique environments for your player to explore. Kai Monkey's Random Dungeons Intro: Welcome to Kaimonkey's Random Dungeons.
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