First published at 04:07 UTC on December 15th, 2018.
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Latest Demo : https://drive.google.com/open?id=10uDo8JU-p3p21JvqNuSU4y5aq2DBnrSq
Asset Store : http://u3d.as/A77
Forum Thread : https://forum.unity.com/threads/procedural-dungeon-toolkit-dungeon-themed-procedural-generation-toolkit.432663/
Usage Manual ( v1.27 ) : https://drive.google.com/open?id=1LPdRq_tzq0p8Bl5ronk2hXROqJWLZIpQ
Random Tile Groups have recently been added to my Procedural Dungeon Toolkit Unity asset.
The Random Tile Group feature allows users to add a layer of randomization on top of their hand made room templates. While typical room template files are simply used to randomly "stamp" the room layouts onto procedural maps, using Random Tile Groups on a room template allows further edits to this layouts to randomly spawn based on random chance and other deterministic parameters.
In this video, the feature is used to turn an otherwise empty 7x7x2 room into a room that can randomly feature one or two mezzanines on either side. To accomplish this, each "balcony" uses two tile groups. The first group adds the actual mezzanine objects while the second group adds the stairs needed to reach the raised area. The chance of a tile group spawning can be controlled using a single float value from 0 to 1.
Tile Groups can be set to use one of two RNG roll mode : LINKED or UNLINKED. Linked groups execute a single RNG roll for the whole group, meaning the pattern will either spawn entirely or not at all. Unlinked groups, on the other hand, allow each tile in the group to execute it's own RNG roll, creating a more messy random layout. This can be seen in the last part of the video.
Since the mezzanine uses two tile groups, it is important to make sure both of them spawn at the same time. For this purpose, the SHARED ROLL toggle will allow a tile group to share the result of another group's RNG roll instead of having it's own roll.
This feature will be part of the 1.28 update to Procedural Dungeon Toolkit, which should come out very soon. Please leave me a..
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