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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsGame Maker: Studio Random Dungeon Generation
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Regniwekim
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« on: December 27, 2013, 10:19:01 PM »

I'm pretty bad with math and arrays and grids. So, since those are the only methods of dungeon generation I could find in Game Maker, I decided to try to make my own.

I discuss how to implement my system in a video tutorial here -



Some screenshots of dungeons that were generated - http://imgur.com/a/cozlc

You can download a demo of the generator here - http://www.mediafire.com/download/9epps6622ids8b8/dungeon.exe

You can download the Game Maker project file here - http://www.mediafire.com/download/c2i8bywbcf42w7d/dungeon.gmz

All of the code in the project is commented for easy adaptation to your own needs.

Any feedbacks or questions are welcome.
« Last Edit: December 27, 2013, 11:34:10 PM by Regniwekim » Logged
MindfulRobot
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« Reply #1 on: January 12, 2014, 09:39:31 AM »

This is pretty cool. I have been looking for more people trying procedural generation in GM:S. This will hopefully improve my knowledge a bit! Thanks for posting!
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Go Go Goto
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« Reply #2 on: January 18, 2014, 11:12:24 AM »

Although I'm still learning the hangs of GM:S, I was searching for some references on procedurally generated content.

Thanks! Wink
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Kiririn51
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« Reply #3 on: February 07, 2014, 12:06:44 PM »

This will be pretty useful, thanks a lot.
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RealityShifter
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« Reply #4 on: March 27, 2014, 11:51:16 AM »

Great job, I like the massive hallways.
I also have a topic regarding this over at the GMC let's compare notes!
http://gmc.yoyogames.com/index.php?showtopic=551723&hl=
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« Reply #5 on: April 03, 2014, 07:41:20 AM »

Very interesting generator. Seems more like a mine system than dungeon though (which is not a bad thing). What I mean by that is, the long shaft/hallways and then how the rooms are different sizes - looks like there was a certain amount of material mined in each cavity once upon a time. Nice work. Smiley
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« Reply #6 on: April 04, 2014, 05:19:11 AM »

Good but I would still recommend using ds_grids and/or ds_lists instead of collision checks because 1. it's WAY faster and 2. makes it easier to organize your data and do things like e.g. split up your level into multiple "zones" and etc.
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