Procedural Dungeon (Asset)
This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type "proceduralDungeon", set the label to a unique label for your dungeon, and then link this dungeon template to the game action.
This is the asset reference. You can find a tutorial at Creating an Exploration Dungeon.
Field | Type | Default | Description |
---|---|---|---|
Label | String | A unique label for your procedural dungeon. Do not modify after setting up! | |
Fog override | Float | 0 | Use 0 to turn off. See Room for more information. |
Ambient light | String | Overrides ambient light. See Room for more information. | |
Ambiance | String | URL to an ambient OGG file to use, unless the room itself has ambient set. | |
Ambiance volume | Float | 0.2 | |
Saturation | Float | 1.3 | Dungeon color saturation. Can be overridden in rooms. See Room for more info. |
Reverb Type | String | Room Mesh | Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings. |
Reverb intensity | Float | PASS | Setting to pass automates it. Otherwise you can override the room asset reverb intensity. |
Lowpass filter | Float | PASS | Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons. |
Test Audio | N/A | Plays a random sample with your audio settings. | |
Room Templates | Sub Template | Adds rooms to the list of rooms that can be added. | |
Encounters | Sub Template | Adds encounters that can be found in the dungeon. | |
Ambient Music | Music | Sets music to play in the dungeon. Note that rooms/encounters/RP may override this. | |
Combat Music | Music | Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this. | |
Force Start Encounter | Encounter | One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played. | |
Force End Encounter | Encounter | One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used. | |
Flow Map | Dungeon Flow Node | You can use flow nodes to enforce a certain layout. Such as "start with a forest", "then a settlement" etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action. |