Skip to main content

Build Dungeon

It's time to use everything we've created to build a dungeon

Create Theme file

Create an empty theme file somewhere in the content browser. We'll visit this later to spawn items in our modules (like NPCs, Spawners, Pickups, player prefab etc.)

Rename it to GameItemTheme

Setup Dungeon Game Object

  1. Create a new scene and drop in a DungeonSnapGridFlow prefab from Assets > CodeRespawn > DungeonArchitect > Prefabs

  2. Select the DungeonSnapGridFlow game object and inspect the properties

    We'll assign the three assets we've created earlier

  3. Assign the GameItemTheme create created above

  4. Assign the Snap Grid Flow Graph

  5. Assign the Module Database

Build Dungeon

Select the DungeonSnapGridFlow game object and click Build Dungeon

Change the seed and click build again to get a different dungeon

Debug Draw

You get a debug overlay of the layout graph rendered by default when you build the dungoen. You'll want to turn this off in your final dungeon

Do this by unchecking the Debug Draw check box and rebuild the dungeon

Let's keep the Debug Draw check box on for now so we can see the layout graph overlayed in the scene

Keep Things Organized

When you build the dungeon, it clutters up the hierarchy

We'll configure it so that our dungeon is built under a certain game object and won't clutter the root.

  1. Create a new empty game object and name it DungeonItems

  1. Reset the transform

  2. Set it to static

  3. Assign this game object to the DungeonSnapGridFlow gameobject's Pool Dungeon Scene Provider component

  4. Click Build Dungeon again and our dungeon will be built under the DungeonItems game object

Save Map

We've set up our dungeon game object. Save this scene somewhere, we'll revisit it later