![]() Similarly the a random tile in the dungeon is designated to be the floor's exit. (This can, of course, be empty, if you do not want to mark the floor starting point in anyway). Lesson 2: Building the Floor Entrances and Exits When the player starts a dungeon, whichever tile they start on will have a special overlay placed onto it. This blog post discussing Shift-Click mapping, which is a very useful tool in ensuring that that the tiles seamlessly connect. If you do not follow the same placement pattern as this template, there generation will not work For example, the top right corner should only have exits to the top and right. Refer to the screenshot in the hide to ensure you place the right tile in the right place.You can put anything you want here (even events!). In each tile draw out the segment of the maze.This will not show up in game, and is just there to visually show you, the designer, where each tile is. Use any terrain draw a 4x4 grid on the map.Set both the width and the height of the map to be equal to ( Tile-Size x 4) + 5. So if you are using a tile-size of seven, that means the map is going to be (7 x 4) + 5 = 28 + 5 = 33 tall and 33 wide.It should be a three digit number like "004". Create a new map (and call it something like DungeonTiles) Make note of its ID, which is at the top of it's property panel. ![]() For your first dungeon, I suggest a size of seven. Note, that you can have small dungeons with big tiles, and vice-versa. Bigger tiles mean you can have more detailed tiles, but also tends to produce simpler dungeons.
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