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Radprosium

3
Posts
A member registered Apr 21, 2022

Recent community posts

Thanks for the detailed answer & insight into how it works !  

So if i read that  right, by marking an appropriate number of doors, for the size of the mansion, i can at least try to control the layout a bit !

I'll have to look again at the settings, see what may affect wings & cluster generation more finely :D

Sorry, just getting back to your gen, and again I encounter the same "problem", so i'll try to reword my first post : 

When you generate a mansion from scratch, some doors exists, the 3d model and floor plan display them correctly, but the blueprint does not. 

What this means is once in blueprint i can force A door on a marked cell, but this does not mean that this will be the only door of the mansion,
when you hit enter, it feels like it generates randomly with a set number of door, and then "adds" marked blueprint door, resulting in mansions with a bit too many doors for my taste

What i thought it would do is use marked cell blueprint first, and if there is not enough opening, add some more during generation. Since the room generator seems perfect, it would allow to make mansions with less openings but more convoluted routes between rooms, ultimately making it more "dungeony" for RPGs (which is what i'm after :) )

Once again, it's already great as is, props to you

Wow, just (re)discovered your work, was already impressed with the medieval city generator but this is great 

small question, is it normal that the blue print is missing the randomly generated doors ? you can add new space / door & tower, but can't seem to remove them one already there

anyway, i'll try some more, thanks for the great work