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Design a Grid Flow Graph

Applies to Dungeon Architect 3.7 · Unreal Engine

In the previous section, we used an existing Grid Flow graph from the samples folder. In this section, we’ll design one ourselves.

Close the Grid Flow Editor, if open

Right click on the Content Browser and choose Dungeon Architect > Grid Flow > Grid Flow Graph.

This will create a new Grid Flow asset. Rename it to something appropriate and double click to open it in the Grid Flow Editor

Notice that there is only one node in the Execution graph, the Result node. Our final output should be connected to this node

Right click on an empty area in the Execution Graph and from the context menu select Layout Graph > Create Grid

Connect this node to the Result node and click the Build button in the toolbar

This node creates an initial grid to work with

We’ll be designing our layout in this grid. This allows us to work on a higher level abstract graph, making it easier to control the flow. It will then be transferred over to a tilemap

Next, we’ll create a main path within this grid. The main path has a spawn point and a goal

Create a new node Layout Graph > Create Main Path

Unlink the Create Grid node from the Result node (do this by pressing Alt+LeftClick on the Create Grid Node’s border)

Click the Build button. A main path would have been created in the grid

Keep hitting the Build button for different result

Click the image to play

Select the Create Main Path node and inspect the properties

We’ll leave everything to default for now

Notice the Path Name parameter is set to main This is the name of the path and we will be referencing this path in the future nodes with this name

You can adjust the size of the path. Start Marker Name and Goal Marker Name lets you specify a name for the markers. You can then create these markers in the theme file and add any object you like. In the sample theme, there’s a marker already created with these names and a Player Start is placed under SpawnPoint marker and a level goal handler prefab is placed under LevelGoal marker

We’ll next create an alternate path branching off the main path so the player has another way of reaching the goal

Create a new node Layout Graph > Create Path

Connect the nodes together like below

Leave all the properties as default and hit Build

Select the Create Path node and inspect the properties

Change the Path Name from branch to alt. We will be referencing this path as alt in the future

You can specify the paths from which this path should start and end. The Start From Path parameter is set to main, referencing the main path we created in the previous section

The End On Path is left empty, so the end of this path doesn’t connect back to anything. We’d like this path to connect back to the main path.

Set the End On Path parameter to main

Property Value
Min Path Size 3
Max Path Size 5
Path Name alt
Node Color orange
Start From Path main
End On Path main

This will make the alternate path (orange) connect back to the main path (green)

Keep hitting Build for different results

Click the image to play

Assign a description to the node. Select the Create Path node and set the description property to Alternate Path

We’ll add a treasure room connected to the main path

Add a new node Layout Graph > Create Path and set it up as follows:

Property Value
Min Path Size 1
Max Path Size 3
Path Name treasure_main
Node Color yellow
Start From Path main
End On Path main

We’ll add another treasure room connected to the alt path but keep the End On Path parameter empty so it doesn’t connect back to anything:

Add a new node Layout Graph > Create Path and set it up as follows:

Property Value
Min Path Size 1
Max Path Size 1
Path Name treasure_alt
Node Color yellow
Start From Path alt
End On Path

We’ll create a room connected to the main path which will act as the key room. We’ll later configure this room to have a key that opens up a lock in the main path. It will also have a NPC (key guardian) guarding the key

Add a new node Layout Graph > Create Path and set it up as follows:

Property Value
Min Path Size 1
Max Path Size 1
Path Name key_room
Node Color cyan
Start From Path main
End On Path

We’ll next create a key-lock system on the main path. Our key will go on the Key Room we created earlier (key_room path) and the lock will be somewhere in the main branch (main path)

Add a new node Layout Graph > Create Key Lock and set it up as follows:

Property Value
Key Path key_room
Lock Path main
Key Marker Name KeyRed
Lock Marker Name LockRed

Specify the Key Path as key_room and Lock Path as main

Set marker name for the key as KeyRed and lock as LockRed. Then in the theme file, you’d create marker nodes with these names and add your key and locked gate prefabs.

The sample theme already has these setup

We need a key-lock to guard the treasure room in the main branch

Add a new node Layout Graph > Create Key Lock and set it up as follows:

Property Value
Key Path main
Lock Path treasure_main
Key Marker Name KeyYellow
Lock Marker Name LockYellow

Set marker name for the key as KeyYellow and lock as LockYellow. Then in the theme file, you’d create marker nodes with these names and add your key and locked gate prefabs.

The sample theme already has these setup

We’ll use the Spawn Items node to spawn enemies on the main and alt paths

Create a new node Layout Graph > Spawn Items and set it up as follows:

Property Value
Paths main, alt
Item Type Enemy
Marker Name Grunt
Min Count 1
Max Count 5

This will spawn enemies in the nodes, gradually increasing the number of enemies based on the difficulty. The difficulty increases as we get closer to the goal. You can control this from the Spawn Method properties. Leave it to default for now

We’ve specified the marker name as Grunt and an appropriate marker node should be created in the theme file so we can spawn prefabs under it. The sample theme already has this marker

Spawn treasure chests in your bonus rooms using the Spawn Items node

Create a new node Layout Graph > Spawn Items and set it up as follows:

Property Value
Paths treasure_main, treasure_alt
Item Type Treasure
Marker Name Treasure
Min Count 1
Max Count 1
Min Spawn Difficulty 1

We’ve specified the marker name as Treasure and an appropriate marker node should be created in the theme file so we can spawn prefabs the treasure chest under it.

The Min Spawn Difficulty is set to 1. The first node in the branch will have a difficulty of 0 and the last node 1. Sometimes, the yellow branch may be 3 nodes long. Since we want the chest to occur only on the last node, we’ve set this value to 1

We’ll add an NPC in the Key room guarding the key

Create a new node Layout Graph > Spawn Items and set it up as follows:

Property Value
Paths key_room
Item Type Enemy
Marker Name KeyGuardian
Min Count 1
Max Count 1

You’ll need to create a marker named KeyGuardian in the theme file and place your NPC prefab under it. This marker doesn’t exist in the sample theme and you’ll need to create it yourself if you want to visualize it

We’ll use the Spawn Items node to spawn a few health pickups along the main and alt paths

This section also shows you how to use the Custom Item Type

Create a new node Layout Graph > Spawn Items and set it up as follows:

Property Value
Paths main, alt
Item Type Custom
Marker Name HealthPickup
Min Count 0
Max Count 1
Spawn Method Random Range
Spawn Probability 0.4
Custom Item Info > Preview Text H
Custom Item Info > Text Color Red
Custom Item Info > Background Color White

After we are done designing the layout graph, we’ll need to finalize it with the Finalize Graph node. This node does a few things:

  • Move the locks from the nodes on to the links
  • Create one way doors (so we don’t go around locked doors)
  • Assign room types (Room, Corridor, Cave)

Create a new node Layout Graph > Finalize Graph and set it up as follows:

Leave all the properties to default

Click the image to play

We are now ready to create a tilemap from this

Create a new node Tilemap > Initialize Tilemap and set it up as follows:

You can control the thickness of the caves from the Cave Thickness parameter. Each node on the layout graph gets converted into rooms in the tilemap.

Depending on your art assets you might want your wall mesh to take up one full tile (e.g. where the mesh size is 400x400) or sit in the edge of the tile (mesh size 400x10)

  • Wall as Tile: Use this option if you want your walls to take up one full tile
  • Wall as Edge: The walls are placed on the dge of the tiles and do not take up one full tile

The parameter Tilemap Size Per Node controls how many tiles are used to generate a room from the node. Bump this number up if you want more space in your rooms

If you want a more uniform grid like look on your rooms, bring the Perturb Amount close to 0

Layout Padding adds extra tiles around the dungeon layout. Set this value to 5 so we can apply some decorations outside the dungeon bounds

Click the image to play

When you select a node on the layout graph, the tiles that belong to the node light up. This is controlled by the Color Settings parameters

After you’ve initialized a tilemap, you now start to see a dungeon generated in the 3D viewport, representing by the tilemap.

The dungeon uses a default theme and the preview theme can be changed from the settings

We are going to create overlays and merge them with the original tilemap. Create the following two nodes:

  • Create a node Tilemap > Create Elevation
  • Create a node Tilemap > Merge Tilemaps

Link them up like below:

Update the properties:

Create Tilemap Elevation properties

Property Value
Noise Frequency 0.1
Num Steps 12
Min Height -10
Max Height 10
Sea Level -1
Land Color Brown (HexLinear 291A10FF)
Sea Color Blue (HexLinear 003C66FF)

Create Tilemap Elevation Node Result

Merged Result

Dungeon Preview

We’ve specified the marker name as Elevation. If you place objects under the specified marker node in the theme editor, they will show up on these tiles at the given height.

The sample theme file already contains a marker named ‘Elevation’ which shows the purple/blue tiles on the scene

There are two nodes attached with material overrides (purple and blue for land and sea tiles). There’s a selector logic on the first node that gets selected if the tile is below sea level.

We’ll overlay some foliage on our dungeon using a noise parameter. Dungeon Architect always places the overlays in a way that they will not block the main path and the level will be playable. You can overlay rocks, trees and other blocking objects as well

Create a node Tilemap > Create Overlay

Create Overlay Node Connection

Create Overlay Node properties

Property Value
Marker Name Grass
Overlay Blocks Tile False

Noise Settings:

Property Value
Noise Frequency 0.15
Noise Max Value 1.49
Noise Threshold 0.5
Min Dist From Main Path 1

Merge Config:

Property Value
Max Height 1
Wall Override Rule Keep Wall Remove Overlay

Result of the Grass Overlay Node

Merged result

We’ve specified the marker name as Grass. You’ll need to create this marker in the theme file and assign a mesh there. The sample theme already contains this

Dungeon Preview

Before / After Tilemap Result

Before / After Dungeon Result

Click the images to play

Finalize the tilemap to complete the grid flow graph

Create a node Tilemap > Finalize Tilemap

Finalize Tilemap node places all the items on to the tilemap (enemies, keys, bonus etc)

When the tilemap based level is generated, there are many tiles that the player might never see, as they are far away from the dungeon layout

The Optimize Tilemap removes tiles that are away from the specified distance from the dungeon layout bounds

Optimize Tilemap Node Result

Create a node Tilemap > Optimize Tilemap

Connect it before the Finalize Tilemap node like below:

Set the Discard Distance from Layout value to 5

Optimize Tilemap Node properties

This will drop any tiles that are 5 tiles away from the nearest layout tile

Optimize Tilemap Before / After

Optimize Dungeon Preview Before / After

Click the images to play