RMMZ (MZ & MV) Procedural Random Dungeon Generator (June Update)

Aerosys

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January Update
Hey folks,

based on last feedbacks I focused on making this plugin easier to use. And wow, I had a lot of ideas here.

So, an Overview:
  • The Snippets Map has been arranged, so it is much more comfortable to use
  • I extended Shaz TileChanger, so all these annoying map note tags are now.. goooone!! The only thing you need to do is to rename Maps and arrange them, so that the Space Map is the parent map of the other ones.
  • There's just ONE map to draw ALL the decorations, Entrance and Exit. Using Region IDs you define how large they are, so we don't need any note tags anymore.

    So, I think a lot become easier. For the guys who already started to include my plugin, sorry, you need to update some things :p

    There are even more Features which I still need to write Tutorials for them. But you can try them out, the forest now looks really great!! Tutorials will come soon and of course I will announce them here in the forums. Tell me what you think :)


    EDIT:
    [EDIT2; I tested this plugin together with THIS 3D rendering plugin for MV, hoping that I'd be able to randomly generate 1st person dungeons, but alas, it didn't work well.
    Yeah, that would be great. I already saw this plugin. What I can say NOW, my plugin works with UltraMode7 which looks awesome, too. I cannot promise if I will ever work on this.
DungeonGenerator Mode7.PNG
 
Last edited:

ImaginaryVillain

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Nice! That looks like way less of a pain to futz around with. :LZSexcite:
 

Parallax Panda

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Wow, fantastic! The new snippet layout is so much more pleasant to rest you eyes on. I actually think that layout will make creating snippets even faster since you don't have to spend energy focusing on the chaotic layout that used to be. At least for me. This is a big plus!

Oh, and the other improvements look great to. Really like the way you solved using one map for decorations. It took me a few seconds to figure out how it's meant to work but even without a tutorial, I think I get it. So if your goal is to make this plugin easier to approach and use, I think you're doing a good job.

I'll await those new or updated tutorials to drop before I do a deep dive into this plugin though. But man it looks even better than before.

As for the 3D plugin. I'm not sure why it didn't work for me.The problem could as well have been on that end, or maybe the combination is just too demanding (for my ancient laptop)? Who knows. No need to worry about it though. This plugin is great by itself.
 

Sissel Cabanela

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Bit of a question for ya' boss. I recall that one of the first issues noted about the system was the lack of cloning notetags from events. Is that still on the radar? It would be incredible for the usage of ABS systems in particular!
 

Aerosys

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Bit of a question for ya' boss. I recall that one of the first issues noted about the system was the lack of cloning notetags from events. Is that still on the radar? It would be incredible for the usage of ABS systems in particular!
I just checked, note tags are copied same way as every other attribute within an event.
BUT, the problem can be, that the plugins you want to use (sorry I forgot which ones they were) scan the note tags at the beginning when the map is loaded, but my plugins spawns events few moments later.
 

Sissel Cabanela

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I just checked, note tags are copied same way as every other attribute within an event.
BUT, the problem can be, that the plugins you want to use (sorry I forgot which ones they were) scan the note tags at the beginning when the map is loaded, but my plugins spawns events few moments later.
Interesting. Apologies, I made that statement based on the previous comment saying no notetags were copied at all, and the notetags were still listed in the to-do, so perhaps this was an undocumented change? I'm not sure I saw such in the patch updates. Regardless, I will test it the ABS I plan to use, sorry for the odd comment!
 

Aerosys

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Interesting. Apologies, I made that statement based on the previous comment saying no notetags were copied at all, and the notetags were still listed in the to-do, so perhaps this was an undocumented change? I'm not sure I saw such in the patch updates. Regardless, I will test it the ABS I plan to use, sorry for the odd comment!
Well it also was my mistake for not removing this task from the board. I did it now.

Updates
  • I added Outer Snippets as cosmetic sugar. I can add Inner Snippets, but personally I didn't liked it so I didn't implement it.
  • I added a Tutorial how to make the Forest Road.
  • You can now play the Demo live in the Browser on my Site
  • I updated my Downloads Section
 

DrBossKey

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@V_Aero thank you for this! I just downloaded it and will be tinkering with it more over the next week or so for my project!

I'm new to RMMV. Do you see any issues with setting up monsters that are randomly placed? I'm not going with the random encounters based on player steps.
 

Aerosys

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I'm new to RMMV. Do you see any issues with setting up monsters that are randomly placed? I'm not going with the random encounters based on player steps.
I don't see any problems here. Just read this article here http://v-aero.me/create-specific-item-x-times, so you can control how many monsters should spawn. I wrote the article to explain how to place loot chests, but it is basically the same as placing monsters.

I'm just a little bit afraid that using my plugin could be too difficult for beginners. So when you really try it out, I'm looking forward to listen to your expierence!
 

Mojo907

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Not sure how many others have the issue, but it seems the randomize everytime code doesn't work anymore
 

DrBossKey

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I can confirm that Ice Dungeon Space doesn't seem to randomize between loads, but the Sewer Space appears to be randomizing between loads.
 

MrB

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First of all: This is amazing! Thank you so much! I've only just started using this plugin, and I have to say, it's really easy to understand.

I'm really interested in generating different types of dungeons. I mean, how cool would it be if we had a map where we'd go from room to room, or a dungeon with multiple arms spreading without ever connecting back to another, etc.

I mean, I'm not really a coding mastermind, but if you plan on adding generators like this, I'm happy to lend you my brain :D
 

Aerosys

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Not sure how many others have the issue, but it seems the randomize everytime code doesn't work anymore
I can confirm that Ice Dungeon Space doesn't seem to randomize between loads, but the Sewer Space appears to be randomizing between loads.
Sorry for the late reply, I'm a little bit busy at the moment. By the way, I will be on holiday for the next week.
Unfortunately I cannot follow. The randomize everytime function that I mention here: http://v-aero.me/using-seed-variables is not used in the demo project. Can you show me your code? And do you feed the generator everytime before generating a dungeon?


First of all: This is amazing! Thank you so much! I've only just started using this plugin, and I have to say, it's really easy to understand.

I'm really interested in generating different types of dungeons. I mean, how cool would it be if we had a map where we'd go from room to room, or a dungeon with multiple arms spreading without ever connecting back to another, etc.

I mean, I'm not really a coding mastermind, but if you plan on adding generators like this, I'm happy to lend you my brain :D
I am very happy about your feedback :)

I think what you are talking about is a dungeon with multiple entrances / exits, but still is persistent? Yeah, this will lead the plugin to a completely new level, as getting the way from the bottom to the top is straight-forward in most cases. I already discussed some approaches with my room mate, we both have Master in Computer Science so I'm pretty confident that we find ways to connect rooms with multiple entrances.
 

MrB

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Not necessarily multiple entrances/exits(That would be cool too!), I really mean how the dungeon is generated, like more ways of generating a dungeon, apart from the Prims way and Step way!

Like, a dungeon that's always shaped like a donut, or a dungeon that splits off only a couple of times, but has those really long arms that are dead ends. Or perhaps even a dungeon that has a specific treasure room spot that always spawns far away from the entrance/exit.. Etc!

I'm sorry if I'm not making much sense, English isn't my first language.
Either way, keep up the good work :D
 

Aerosys

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Not necessarily multiple entrances/exits(That would be cool too!), I really mean how the dungeon is generated, like more ways of generating a dungeon, apart from the Prims way and Step way!

Like, a dungeon that's always shaped like a donut, or a dungeon that splits off only a couple of times, but has those really long arms that are dead ends. Or perhaps even a dungeon that has a specific treasure room spot that always spawns far away from the entrance/exit.. Etc!
Ah now I understood. Yeah, a set of more algorithms will be very benefitial. I think of something what the RMMV dungeon generator already can, but with higher complexity. I have it on my list, but not with a high priority yet. I just don't like math (duh)
 
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Mojo907

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Sorry for the late reply, I'm a little bit busy at the moment. By the way, I will be on holiday for the next week.
Unfortunately I cannot follow. The randomize everytime function that I mention here: http://v-aero.me/using-seed-variables is not used in the demo project. Can you show me your code? And do you feed the generator everytime before generating a dungeon?
Actually, I seemed to end up figuring it out...so it does what it was intended.
 

nintendowii111

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Could you make it compatible with QABS (QMovement)? I tried getting it to work but my character doesnt move when in a generated dungeon ;(
 

Aerosys

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Could you make it compatible with QABS (QMovement)? I tried getting it to work but my character doesnt move when in a generated dungeon ;(
Going to look into it ;)
 

Aerosys

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Hey all,

first, a small convenient function: As many of you want to create a Rogue-like game, you can disable the seedable RNG in the Plugin parameters. More details here.

I completely reramped my codebase. This update is my first step to make this plugin more compatible to all the others out there. I realized that many plugins out there have troubles when I modify the Map using the Tile Changer, so I implemented a while different approach.

Now the code calculates the Map in advance, and then simulates an ordinary "Transfer Player" call. This way, most of the 3rd party plugins are refreshed with the correct datamap and can run correctly. So you don't have to call "Minimap.refresh" all the time.

Luckily, there isn't much to do for you guys:
  • you can remove Shaz Tilechanger, it's not needed anymore
  • remove MK_Core, I merged its code into the other file so you have less files to include
  • Insert a Fade-In and Fade-out right when you transfer the player to the Space Map and call the Generator

Get the update here: http://v-aero.me/downloads
Tell me if everything works for you :)
 

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