The Dungeonator is, as the title indicates, a procedural dungeon crawl generator. When completed, it will override the native world generation code entirely, producing an infinite expanse of mines, tunnels, caves, and more, packed with mobs, traps and treasures.
Potential future additions include: biomes (lava, ice, forest, aquatic), classes, NPCs, quests, an automated DM (Dungeonator Master), procedural or prefab puzzles, ...
I'm using a combination of pure procedural generation and tile-based prefabs to assemble the dungeon. This allows for a great deal of flexibility and variety, as I can seamlessly drop nice hand-made tiles or sets of tiles into the sea of procedural content.
Underground biomes are also a possibility.
Prefab 'widgets' can be used to decorate tile-based chunks. They can also be used to dynamically populate procedural chunks based on dimensions and tags.
This information is laughably preliminary and subject to significant change. This rough road map comprises the earliest phase of this project. At the end of this phase, the Dungeonator will be generating an infinite (a little birdy told me it was 8 times the size of the Earth) labyrinth of very uninteresting rooms and passages. After that, the real fun can begin.
- [Done] 0.0.1 “Flatland” - Flat, featureless terrain generation with stone base.
- [Done] 0.0.2 “Labyrinth” - Simple NESW tile-based generation and edge/entry matching. Effectively an infinite random maze. Experiment with storage and import mechanisms for tiles. Build basic Chunk Editor.
- [Done] 0.0.3 “Compass Rose” – 12-exit tile-based generation and matching. More complex pathways can emerge. Experiment with exit weighting to vary likelihood of loops and overall difficulty of traversal. Experiment with procedural generation for passage chunks.
- [In Progress - 67%] 0.0.4 “Great Hall” – Experiment with room types, e.g.: storage/cell (1-exit), wide passage (2-exit), hub (3+ exit). Experiment with room weighting vs. passage weighting in overall generation scheme. Multi-chunk rooms. Candidate selection based on exit and wall compatibility. Experiment with size weighting and need for chunk pre-reservation.
- [Not started] 0.1.0 – Revisit design and formulate further goals
So any update news? People love world generators and theres so few good ones so just wondering, whats up ith dungeonator brutha :D
I'm not dead, but internal CraftBukkit changes have been, shall we say, unfriendly to this plugin. I've updated for 1.4.7, but I'm encountering strange issues with Tile Entities that didn't used to occur. I also had to rewrite the database layer to work around new SQLite issues (since it's now included in CB). I can't release an updated version until I get the TileEntity issue sorted out.
The recent package naming change (intended to discourage plugins like Dungeonator from using CB or MinecraftServer internals) has also been a hassle. I understand why they're doing it, but it's frustrating.
tough luck. He last logged in Apr 26, 2012 so not much chance he coming back! It is sad a plugin that had potential also
PLEASE UPDATE THIS! It's very essential for my server, and It's extremely important to me that it work w/ 1.4.6
can you upload a video?
This would be awesome when it is completed.
If you could tie this in as a multiverse generator for the next update.. Thatd really give this more use, cos it looks epic.
Yep. The latest MC updates changed the level format and broke everything, so I'm still cleaning that up.
Is this still alive?
This sounds really awesome, but I'm still yet not sure as to whether this is going to be updated?
this sounds great ..... under mountain will be built
think about incorporating numerous, mix and match config-able, events and scripts with a wide array of triggers for "decorating" the place after it's gen'd
Update on Widget progress: http://forums.bukkit.org/threads/wgen-the-dungeonator-a-procedural-dungeon-crawl-generator-v0-0-3-preview-now-available.6052/page-9#post-949876
I can't wait for this to be finished! Keep up the good work.
Update on room set progress: http://forums.bukkit.org/threads/wgen-the-dungeonator-a-procedural-dungeon-crawl-generator-v0-0-3-preview-now-available.6052/page-9#post-939075
Test of the Room Set feature in the editor: Room Set Test 1
As mentioned previously, Multiverse compatibility and/or more detailed world configuration is planned for later versions. For now, I'm skipping it to avoid people thinking it's OK to use on a real server.
You should make it Multiverse compatible so that it is possible to create a separate dungeon world.
How to get it to work?
My server has multiverse,i used the command /mv create Rise -g Dungeonator
when it created the world,it was just a normal world.
The AMT is more or less done, including a basic simplex octave generator tie-in to encourage theme proximity.
I've started on some of the tile entity work. Signs, chests, and double chests are working now. Item stacks are not 100% working; enchantments on items will not be preserved in chests currently. Type, stack amount, damage, and data are functioning.
The AMT functioning in the generator: http://i.imgur.com/eZ7WN.png
Bonus pic. This is what happens when an uncaught exception occurs in the generator: http://i.imgur.com/1rjEL.jpg