What can help to generate less confusing dungeon layout?

Hello, I am trying to generate dungeon layouts. But the current result is confusing to play. It feels very tight and I’d be lost if not for the text indicator.

Is there something I can change/add so the layout be less confusing? On generation:

  1. Generate main path of blocks so it always has an end with X length.
  2. Try generate sub paths through available blocks(main or sub) to a maximum depth so it doesn’t stray from main path too far.

Blueprint of “Blocks” that connected to each other. They don’t have to be squire shaped but what shape can help with the monotony?

My source code if anyone is interested.

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Try putting items in the room. Torches, a table, etc.

Make the rooms different shapes, but that makes the algorithm more complex.

Have something in each room that shows how close you are to the exit maybe? Like a health bar that gradually gets fuller.

I use a collision box to determine if a block type can be spawned. Bigger sized room shape tend to not pass the collision check. Leaving smaller room spawn more often. I’ll for sure be adding more shapes to test out.

As for props in a room. These rooms are replicated actors with variable indicating which walls should be doors. Should I…
A. Make prop replicated actors for tables/torches/shelves…
B. Define more variables for props in a room
C. Make more rooms with same shape but different interior

I’ve tried making a wall torch child actor, only changing locations through server’s set variable(option B). But I can see it becomes hard to handle if I have much more props types.

I have replicated containers(chests) that i plan to add to the generation.(also enemy) so option A is kind of expected for functional actor. But what of the non-functional actor like a table.

Should I make say 2 rooms with same 2x2 layout, one with table another without (option C), or should I make table into a variable within the same room actor(option B)

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Sorry, I know nothing about multi-player… :joy: