Amazing Post, Sure this will help me in a game in the future, thanks!
Amazing tutorial, will definitely be using this. I know that procedural generation can also be used to place items in specific chunks and I am wondering if you plan to add that in a later tutorial.
Some example that comes in my head is that a room will try to spawn a chest with a chance of 20%.
Thanks man! I had literally no knowledge on how to create something like this, thank you very much!
Thanks for this amazing post, great job, as always.
Thanks for this tutorial and letting me be lazy when making a custom dungeon map for my Dungeons and Dragons campaigns! I really think this is a nice dungeon making process that is honestly much better than any of the other ways I’ve seen. I really hope to see more great resources!
Could you give us a file or free model of this thing?
Just take the place.
You could always turn it into a model.
I know this is kinda old but, could you attach a place or model file? Anything.
Would be awesome. Thanks for making this amazing tutorial.
I just used the Github link at the bottom of OP, then copy and paste source lua into a new .rbxl file.
Then you can play with it and either customize or learn more from it.
OP offers a guide so readers can follow along.
what does this do exactly?
does this add x to the self.map array or does it create its own array.
or does it have something to do with 2d arrays???
I know that this may be somewhat difficult to do, but I have a request for a tutorial. I am attempting to create a game similar to this:
https://www.roblox.com/games/2768379856/SCP-3008-2-4?refPageId=963e8746-c8dc-473a-8e3c-cf488133f212
In this game, the creator has made different little plots, each one having a different floor and different furniture. For instance, if you 5 types of plots, one could have planks as a flooring, one could have fabric, another ice, another grass, and another pebbles. I was wondering how I would make these plots with different variety and with spaces between them for walkways. I’d also like to know how I could have a set plot at a set location, like the pillars in the game. For instance, every 3 plots, a pillar. I am a beginner scripter, so I would really like a tutorial for this. Thank you!
Amazing tutorial defiantly needed this for my game I’m working on thanks!
Perhaps you could go to scripting help and ask people how you would do this? I’m sure a lot of people there can answer your question. (Btw IF you decide to do that, Don’t ask them to make a full script.)
In fact after a few hours, I did make my own topic. Unfortunately, like I said, I’m a horrible scripter.
that’s really really simple actually. start by choosing the map size; let’s say there’s 4 plots on each side
local plots = 4
for a = -plots, plots do
for b = -plots, plots do
end
end
this code goes through each point in our imaginary grid. in each of those points you need to choose a random plot model like so; (this code goes inside both loops)
local size = 20 -- let's say 20 is the size of our plot
local clone = game.ServerStorage["plot"..math.random(1,5)]
clone.Parent = workspace
clone:SetPrimaryPartCFrame(a*size, 1, b*size)
keep i mind you need to have a primarypart set for all of these models, so the script can move them into their position.
if you want a specific room in a specific spot you can just do
if a == number and b == number then clone = workspace.ServerStorage.specificRoom:Clone() end
sorry if i formatted anything wrongly whoops i’m new to this
Thank you very much! I’ve been waiting for a reply for a while now!
no problem! if you need any more help feel free to message me :> good luck!
People like you bring hope to the dev-forums
So, I know I’m a little late, but I just now finally got around to trying this. I’m a beginner scripter, so I don’t know much. I was wondering where these scripts would go and if they were local scripts or not. Thanks!
it’s a server script (not local) because it generates the map for the server. if u need any more help, u can message me on roblox if u want to so we don’t clog this post :o