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Dinky Dungeon Level Generator - RELEASED!

Discussion in 'Assets and Asset Store' started by DaphydTheBard, Mar 30, 2012.

  1. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    The Dinky Dungeon Level Generator is now live on the Asset Store!

    Get it here: http://u3d.as/content/vertex-stream/dinky-dungeon-level-generator/2Ni

    Note: Requires the Dinky Dungeon Tileset

    VERSION 1.2 - NOW WITH RUN-TIME SUPPORT!

    Want to create randomized, customizable, instantly playable levels for your game - with a single click? Then you need the Dinky Dungeon Level Generator!

    Features:

    * Based on our popular Dungeon Level Generator

    * Re-designed from the ground up to work with the Dinky Dungeon Tileset!

    * Fully endorsed by Phex3D, the creator of the Dinky Dungeon Tileset

    * Supports the new 1x2 and 2x2 room sizes, and new interior models / decorations in the latest update!

    * New decorator feature can populate your dungeons with furniture, monsters, etc.

    * Loads of decorator prefabs out of the box - crypts, libraries, dining halls, barracks, etc. - or add your own!

    * One-Click Dungeons: generate complete levels effortlessly. It's as simple as clicking a button!

    * Full documentation and an example scene included - and lots of updates planned!

    Note: The Dinky Dungeon Tileset is NOT INCLUDED as part of this package. Get it here:

    http://u3d.as/content/phex3d/dinky-dungeon-tileset/2bH

    $shot5.png
    $shot3.png
     
    Last edited: May 31, 2012
  2. EvilDingo

    EvilDingo

    Joined:
    May 7, 2011
    Posts:
    179
    I bought this. When I click on "Generate" in the demo scene Unity gets an exception:

    UnityException: Tag: DOOR is not defined!
    coDungeonImplementorDinky.CreateDoor (.coDungeonGenerator dG, Vector3 pos, enCellDirection dir) (at Assets/DinkyDungeon_Tileset/_Dungeon_LevelGenerator/Scripts/Implementors/coDungeonImplementorDinky.cs:1534)
    coDungeonImplementorDinky.ImplementDungeon () (at Assets/DinkyDungeon_Tileset/_Dungeon_LevelGenerator/Scripts/Implementors/coDungeonImplementorDinky.cs:1315)
    ceDungeonGenerator.OnInspectorGUI () (at Assets/DinkyDungeon_Tileset/_Dungeon_LevelGenerator/Scripts/Editor/ceDungeonGenerator.cs:66)
    UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty) (at C:/BuildAgent/work/b0bcff80449a48aa/Editor/Mono/Inspector/InspectorWindow.cs:886)
    UnityEditor.InspectorWindow.OnGUI () (at C:/BuildAgent/work/b0bcff80449a48aa/Editor/Mono/Inspector/InspectorWindow.cs:243)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

    --

    I have the Dinky Dungeon tileset which I imported first. I haven't made any changes to anything and only opened the demo scene and tried to generate a dungeon. It looks like it creates a single room and that's it.

    There aren't a lot of comments in your code so I didn't really dig too much to see if it was something simple. Any idea?

    Edit: Interestingly, it's setting the tag that's causing one of the issues. If I comment out the line that sets the DOOR tag, the dungeon generates (with doors).
     
    Last edited: Apr 1, 2012
  3. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    EvilDingo

    Apologies, this one slipped through the net.

    You need to create a tag in your project called "DOOR" and this error won't happen. I shall update the documentation immediately and post an update today.

    I will also modify the code so that if the tag is missing, it will spit out a warning (and not crash...)

    The tag is used by the generation code to prevent adjacent doors from being placed when two (or more) rooms border each other.

    I apologize again for any frustration this may have caused.

    Dave
     
    Last edited: Apr 2, 2012
  4. Newbquest

    Newbquest

    Joined:
    Apr 2, 2012
    Posts:
    24
    This looks awesome!
     
  5. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    Thank you :) A lot of work went into this.
     
  6. phex

    phex

    Joined:
    Mar 16, 2010
    Posts:
    725
    Yes - thank you :)
     
  7. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    Firstly, a big thank you to those of you who have already bought a copy of this product. Your support is greatly appreciated!

    We are trying to set up a business focusing on producing tools for unity users that generate content dynamically and rapidly (hence our level generator products).

    I would like to put a question to our users - both existing and potential:

    What sort of new features would you most like to see in future updates for this package?

    Thanks

    Dave
    Vertex Stream Games
     
  8. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    3,391
    Generators for other packages. Example:

    http://dexsoft-games.com/models/cave_creator.html

    http://arteria3d.corecommerce.com/3D-Content-Packs/Medieval-Fantasy/Medieval-Sewer-Pack.html


    http://dexsoft-games.com/models/scifi_corridors2.html
    http://dexsoft-games.com/models/scifi_corridorsCS.html
    http://dexsoft-games.com/models/scifi_storage.html

    http://www.unitymagic.com/shop/en/assets/modular-sewer-pack.html

    or even (new product?)

    Village generators!

    Fantasy village pack:
    http://u3d.as/publisher/mindscape3d/1Gr

    Dexsoft and Arteria both have many village packs as well.
     
  9. RoyS

    RoyS

    Joined:
    Jan 12, 2009
    Posts:
    570
    Will order this as soon as I get my upgrade of Dinky Dungeon from Game Prefabs. This looks fun!
     
  10. TylerO

    TylerO

    Joined:
    Aug 21, 2011
    Posts:
    25
    I have also bought this, and am loving it, however, adding support for generation at runtime would be amazing - and I will increase my rating from 4 stars to 5 stars :)

    Aside from that, love this, was easily worth the $30, and I HIGHLY recommend it to anyone that wants to create some beautiful dungeons in a single click (and hopefully at runtime in the future!)
     
    Last edited: Apr 11, 2012
  11. TylerO

    TylerO

    Joined:
    Aug 21, 2011
    Posts:
    25
    Sorry about the double post, I accidentally pressed "Reply with Quote" to my above post, rather than edit XD

    However, to add to my above post, if you could add monster placement (which i believe your old generator had) that would also be great, but not a deal breaker since such a feature I (and anyone else) can easily add :p

    with that said, keep up the good work!
     
    Last edited: Apr 11, 2012
  12. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    Hi TylerO

    Regarding monster placement - you can use the decorator system to achieve exactly this.

    Simply create some decorator prefabs that include your monster objects, assign to the relevant rooms, and you're good to go.
     
  13. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    It's coming :)
     
  14. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    Ok guys

    For those of you who can't wait for an official release, here is the official script that will be included in the update to add runtime support.

    Instructions:

    Import into your project.
    Attach it to a gameobject which also has the other dungeon scripts attached (generator, implementor, decorator).
    If you now run the game, you have a button you can click which will generate dungeons at run-time.

    If anyone needs any help adapting the script to work under other scenarios, please feel free to drop me a PM.

    Update will be out soon (when I can squeeze in the time!)

    Cheers

    Dave
     

    Attached Files:

  15. TylerO

    TylerO

    Joined:
    Aug 21, 2011
    Posts:
    25
    New runtime generation support is an awesome addition to the system, David helped me get this working personally (before he even posted it!) Its nice to have a developer that personally supports its customers and their products!

    Overall, the system feels much more complete now and works like a charm, upgraded my rating from 4 to 5 stars as promised :) If you're looking for a dungeon generator, look no further than dinky... easily worth it and then some! :)
     
  16. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    Thanks for the positive feedback Tyler :)
     
  17. DaphydTheBard

    DaphydTheBard

    Joined:
    Mar 6, 2012
    Posts:
    101
    Hey Guys, v1.2 is out, which now includes run-time generation.

    Thanks!
     
  18. icetear

    icetear

    Joined:
    Dec 29, 2011
    Posts:
    22
    Hello Daphyd!

    Great, thank you! But I can't compile it...

    Assets/DinkyDungeon_Tileset/_Dungeon_LevelGenerator/Scripts/RunTimeSupport/csRuntimeGenerator.cs(8,17): error CS0246: The type or namespace name `coDungeonGenerator' could not be found. Are you missing a using directive or an assembly reference?

    Any help with this error by chance?
    Thank you very much!
    Regards
    Mario
     
  19. Eyehawk

    Eyehawk

    Joined:
    Dec 24, 2012
    Posts:
    263
    Hi DaphydTheBard, how much effort would be required to adapt a different tileset to this package? I have noobish to ok-ish scripting skills.
     
  20. GrumpyOldMan

    GrumpyOldMan

    Joined:
    Sep 29, 2011
    Posts:
    51
    Hello, I'm pretty interested in this for a future project. I just have two quick questions.

    1- Can I use it with other tile sets besides dinky dungeon. In particular would I be able to make my own tileset and use it.

    2- Will it also place furniture and other decorations around the level?

    Thanks!
     
  21. StaticNova

    StaticNova

    Joined:
    Feb 23, 2013
    Posts:
    60
    Really curious about this also!
     
  22. blackant

    blackant

    Joined:
    Jun 18, 2009
    Posts:
    369
    i have the same problem while i try to compile for windows

    Assets/DungeonCreator/CoreScripts/ceDungeonGenerator.cs(2,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing a using directive or an assembly reference?


    any help is welcome
     
  23. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    3,391
    You need to place it in a folder named "Editor".
     
  24. blackant

    blackant

    Joined:
    Jun 18, 2009
    Posts:
    369
    thanks !

    it solved this problem and fund a new one :D
     
  25. demonixis

    demonixis

    Joined:
    Aug 20, 2013
    Posts:
    34
    Hi,

    I'm very interested by your product but can I use it with my custom assets, without the "Dinky Dungeon Tileset" ? Thanks