BenPyton
BenPyton
Well, it really depends on how you want your dungeon layout to be. Before writing code in the `Choose Next Room` function, I would strongly recommend to design your dungeon...
Okay, it's better now with screenshots to know where you are. So, if I understand properly your issue, your biggest concern is about those final corridors (pointed in orange) and...
What do you mean by "***but*** it might change a lot in the quality of the generation"? Do you mean a change in good or bad quality, comparing of what...
Okay, I think I will be able to help you better now. > there isnt a need to have a specific logic (like next to the bedroom a kitchen and...
It's weird the image has disappeared... I'll update my old post with a copy of the image instead. Please, tell me if my example of a mall-like generation in my...
Alright, I think I know what is wrong. First, Your `Continue to Add Room` function has the opposite logic. You should return `true` when you want to continue the dungeon...
You are on the right track. You should pay more attention about the errors displayed on your screen: you are often returning a room `RDT_LC3` that has no compatible door...
Yes, they are alternatives to differentiate rooms by their "type". I'll explain them in details. --- ## 1. Child Room Data Classes The first point I've mentioned is to create...
You *must* use the cast to check if the data asset is from a certain class (you can convert the node to a pure cast if you want to link...
So your issue now is that it generates too much corridors and not enough shops? If that's so, pleas show me the code where you choose which corridor to place...