Procedural dungeon generation systems. Roblox studio Tutorial.

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  • čas přidán 26. 08. 2024
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Komentáře • 358

  • @TextChange
    @TextChange  Před 7 měsíci +17

    Model link :- drive.google.com/file/d/1uaZZTuW1vrR6kcmrKNPkPLxEUbhVvkUP/view?usp=drive_link

    • @Nemazares
      @Nemazares Před 5 měsíci +3

      Can you update it so it infinitely load, like Chunks in Minecraft

    • @indominusvoids8798
      @indominusvoids8798 Před 5 měsíci

      @@Nemazares Just go down to the last line and replace 500 with math.huge

    • @Nemazares
      @Nemazares Před 5 měsíci

      @@indominusvoids8798 math.huge ? Alr ig thx

    • @TextChange
      @TextChange  Před 4 měsíci +4

      @@indominusvoids8798 No it's a bad idea because it will cause the game to crash.

    • @the_jmaster1
      @the_jmaster1 Před 4 měsíci +1

      e

  • @OLDACCOUNT_notfireman
    @OLDACCOUNT_notfireman Před 7 měsíci +24

    thank you for this godsend of a tutorial and algorithm. its still procedural and yet im still able to build preset rooms, easy to adapt, and your tutorial is informative. definitely using this for my own roguelite, and ill recommend this to others if needed. you earned yourself a subscriber

  • @BRACERFENIX
    @BRACERFENIX Před 2 měsíci +4

    Thank you. This was fun to follow along and procedural generation has so many possibilities.

  • @EggsToMe
    @EggsToMe Před měsícem

    This is so well explained, but at the same time you make sure to not overly exlapain it, please make more tutorials i loved this

  • @windy_zeph
    @windy_zeph Před 8 měsíci +6

    We want more videos like this, keep up the amazing work. Hats off this guy!

  • @kif-zallrhat1870
    @kif-zallrhat1870 Před 7 měsíci +4

    Working on something similar, except I plan to have the rooms connect each other instead of using hallways. Did not expect to find a roblox tutorial, great job! :D

    • @The_Spirit4595
      @The_Spirit4595 Před 4 měsíci

      im trying to make just rooms aswell but nothing is really happening

  • @groovyball
    @groovyball Před 8 měsíci +4

    i was stuck at figuring how to do pikmin2-like dungeon generation and this helps a ton thanks!!

  • @Fynixx
    @Fynixx Před měsícem

    Thank you for the tutorial, was able to change things where i needed to change them and ultimately got exactly the type of dungeon generator i needed, god bless your soul 🙏

  • @TextChange
    @TextChange  Před 9 měsíci +21

    Script :-
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    local AssetFolder = ReplicatedStorage:WaitForChild("Asset")
    local function Generate(StartingPosition,Maxrooms)

    local CurrentRoomGenerated = 0

    local function Branchout(Model:Model)
    wait()
    if Model:GetAttribute("Room") == false then

    for i,v in pairs(Model:GetChildren()) do
    if v:IsA("BasePart") and v.Name == "Waypoints" then
    local NewPosition = v.Position + v.CFrame.LookVector * 4.25
    local CheckBox = Instance.new("Part", game.Workspace.Debris)
    CheckBox.Anchored = true
    CheckBox.Size = Vector3.new(7.5,4,7.5)
    CheckBox.Position = NewPosition
    local partsInCheckBox = game.Workspace:GetPartsInPart(CheckBox)
    CheckBox:Destroy()
    if #partsInCheckBox > 0 or CurrentRoomGenerated >= Maxrooms then
    v.Transparency = 0
    v.Material = Enum.Material.WoodPlanks
    v.Color = Color3.new(0.588235, 0.403922, 0.4)
    else
    local NewTilePiece = AssetFolder:GetChildren()[math.random(1, #AssetFolder:GetChildren())]:Clone()
    NewTilePiece.Parent = game.Workspace.Dungeon
    local cf = CFrame.new(Vector3.new(NewPosition.X, StartingPosition.Y, NewPosition.Z), v.Position)
    NewTilePiece:SetPrimaryPartCFrame(cf)
    cf = CFrame.new(NewTilePiece.PrimaryPart.Position) * CFrame.Angles(math.rad(0), math.rad(NewTilePiece.PrimaryPart.Orientation.Y), math.rad(NewTilePiece.PrimaryPart.Orientation.Z))
    NewTilePiece:SetPrimaryPartCFrame(cf)
    if NewTilePiece:GetAttribute("Room") == true then
    CurrentRoomGenerated += 1
    end
    coroutine.wrap(Branchout)(NewTilePiece)
    v:Destroy()

    end
    end
    end

    else

    local possibleHallways = {

    AssetFolder:WaitForChild("Hallway1");
    AssetFolder:WaitForChild("Hallway2");
    AssetFolder:WaitForChild("Hallway3");
    AssetFolder:WaitForChild("Hallway4");
    AssetFolder:WaitForChild("Hallway5");

    }

    for i,v in pairs(Model:GetChildren()) do
    if v:IsA("BasePart") and v.Name == "Waypoints" then
    local NewPosition = v.Position + v.CFrame.LookVector * 4.25
    local CheckBox = Instance.new("Part", game.Workspace.Debris)
    CheckBox.Anchored = true
    CheckBox.Size = Vector3.new(7.5,4,7.5)
    CheckBox.Position = NewPosition
    local partsInCheckBox = game.Workspace:GetPartsInPart(CheckBox)
    CheckBox:Destroy()
    if #partsInCheckBox > 0 or CurrentRoomGenerated >= Maxrooms then
    v.Transparency = 0
    v.Material = Enum.Material.WoodPlanks
    v.Color = Color3.new(0.588235, 0.403922, 0.4)
    else
    local NewTilePiece = possibleHallways[math.random(1,#possibleHallways)]:Clone()
    NewTilePiece.Parent = game.Workspace.Dungeon
    local cf = CFrame.new(Vector3.new(NewPosition.X, StartingPosition.Y, NewPosition.Z), v.Position)
    NewTilePiece:SetPrimaryPartCFrame(cf)
    cf = CFrame.new(NewTilePiece.PrimaryPart.Position) * CFrame.Angles(math.rad(0), math.rad(NewTilePiece.PrimaryPart.Orientation.Y), math.rad(NewTilePiece.PrimaryPart.Orientation.Z))
    NewTilePiece:SetPrimaryPartCFrame(cf)
    if NewTilePiece:GetAttribute("Room") == true then
    CurrentRoomGenerated += 1
    end
    coroutine.wrap(Branchout)(NewTilePiece)
    v:Destroy()

    end
    end
    end


    end




    end

    local StartingRoom = ReplicatedStorage:WaitForChild("StartingRoom"):Clone()
    StartingRoom.Parent = game.Workspace.Dungeon
    StartingRoom:SetPrimaryPartCFrame(CFrame.new(StartingPosition))
    CurrentRoomGenerated +=1
    Branchout(StartingRoom)

    end
    Generate(Vector3.new(0,10,0),500)

    • @____________________________x
      @____________________________x Před 7 měsíci

      you couldve published this and made the game uncopylock

    • @tuhin4502
      @tuhin4502 Před 7 měsíci +1

      you should at least give some effort and follow the tutorial. It would only take 30 minutes to make anyway.

    • @doinic09
      @doinic09 Před 7 měsíci +1

      @@____________________________x Or you could've just followed the tutorial and taken only 30 minutes. Hate to say it but actually good games come from effort.

    • @_Sickk
      @_Sickk Před 7 měsíci

      Why did you use "SetPrimaryCFrame" Instead of "SetPivot"?

    • @MGGSpicey
      @MGGSpicey Před 7 měsíci

      @@____________________________xyou could've just copied a 10 minute tutorial WITH the script published in the comments

  • @ProtoSquam
    @ProtoSquam Před 29 dny

    I actually love this video, everything was just perfectly crafted 🤩

  • @gokkertje1682
    @gokkertje1682 Před 6 měsíci +2

    this guy is a chad, i love how he explains it keep it up!

  • @ransomha
    @ransomha Před 5 měsíci +1

    It was beatiful watching that map generate in such a clean way

  • @YorktownClass
    @YorktownClass Před 4 měsíci +1

    Once i heard AI voice I was gonna switch to another video, but you explained this perfectly and in a clean way, I got so fed up of those AI content creators that spread pure bullshit. But you're far from that, you earned a subscriber.

    • @TextChange
      @TextChange  Před 4 měsíci +1

      Highly appreciate your support. 🖤

  • @BasilLikesScripting
    @BasilLikesScripting Před 8 měsíci +1

    thanks for the tutorial! gonna make some little guys and enemies to go through a mini dungeon and have them make their way to the end randomly

  • @Tybeef
    @Tybeef Před 7 měsíci

    Underrated video, TTS with well typed explanation was great

  • @oofytoty
    @oofytoty Před 8 měsíci

    Roblox tutorials are underrated in general but this tutorial is VERY underrated.

  • @SlateAlloy
    @SlateAlloy Před 7 měsíci +1

    Hey y'all, if you're having trouble with generating rooms and it tends to bug out having weird rotations, make sure to make all the primary parts of every room ( except the starting room ) face the direction of the empty waypoint direction ( starting room just faces the direction of the waypoint )

    • @SlateAlloy
      @SlateAlloy Před 7 měsíci

      @c00lbaconn what controls the empty spaces is the courotine.wrap(branchout) function, if all of the preset rooms are in the right order it should work as intended because it still generates them all the exact same way, aligning to the orientation of the openings in the hallways

  • @swordlegend3256
    @swordlegend3256 Před 7 měsíci +2

    3:07 you can do fn + left click or alt+ left click to select a single part from a model

    • @TextChange
      @TextChange  Před 7 měsíci +1

      Good to know. Thank you

    • @swordlegend3256
      @swordlegend3256 Před 7 měsíci

      also you coud use random:NextInteger instead of math.random if you want pesudorandom generation@@TextChange

    • @swordlegend3256
      @swordlegend3256 Před 7 měsíci

      btw you didnt have to make 11 presets you coudve gone with 2. with the same result@@TextChange

  • @arobloxmirror5570
    @arobloxmirror5570 Před 7 měsíci

    this is perfect tutorial for people who starting off scripting but have only learnt the basics, hope you make more videos

  • @chargemannyn2918
    @chargemannyn2918 Před 22 dny

    Very clean and simple system for dungeon generation, though I have to ask, what's plug-in you use for tracking how many studs you scale/move a part with in the video?
    Appreciate you sharing your work, and am looking forward to future videos!

    • @TextChange
      @TextChange  Před 21 dnem

      I Didn't use any plugin, it was there by default.

  • @tuhin4502
    @tuhin4502 Před 9 měsíci +6

    Thank you man ! Great tutorial

  • @multistronomy
    @multistronomy Před 6 měsíci +1

    oh my god dude you won't believe how long i've been looking for a tutorial like this. similar to how lethal company generates it's rooms. thank you so much dude lmao

  • @--Brick--
    @--Brick-- Před měsícem +1

    I haven't finished the tutorial yet but it says SetPrimaryPartCFrame() is deprecated
    6:05
    so instead I'm using Model:Pivot() which is the same thing. Also from what I've seen you can put most of this in a module script

    • @TextChange
      @TextChange  Před měsícem +1

      Yeah SetPrimaryPartCFrame() and Model:Pivot() is the same thing. It Just that I'm Used to using SetPrimaryPartCFrame(). And yeah you can use module script but i didn't wanted to make this more complicated.

  • @Microbex
    @Microbex Před 8 měsíci +1

    Man, you are the best! Subbed. Happy New Year Mate. 🎉☺️

  • @oleNikolic
    @oleNikolic Před 21 dnem

    Thanks for trying to respond to everyones comments, thats really nice! I wanted to ask you how much did you practice to get to this level of scripting?😅

    • @TextChange
      @TextChange  Před 20 dny

      @@oleNikolic I'm doing script for 3 years now. Just take easy and slow, you will reach my place in no time.

    • @oleNikolic
      @oleNikolic Před 20 dny

      @@TextChange How old are you, im asking because im curious about if school stopped you from learning scripting sometimes, because of homework study or other things😅

    • @TextChange
      @TextChange  Před 18 dny

      @@oleNikolic I recently graduated from college. you don't need to script 24 hours a day. usually I scripted only for 2~3 hour a day. just think it as playing game.

  • @hufgerbad6021
    @hufgerbad6021 Před 3 měsíci +1

    I wish there was a video like this but for just normal unity

  • @Zik_isi
    @Zik_isi Před 6 měsíci

    Although it relies on some krutches, this is an interesting concept of generating!

  • @fishthingidk
    @fishthingidk Před 7 měsíci +2

    Great tutorial, and I've been looking for this for so long! I would just recommend a different voice...

    • @suupe4453
      @suupe4453 Před 6 měsíci +1

      i like your pfp

    • @fishthingidk
      @fishthingidk Před 6 měsíci

      @@suupe4453 thanks! i love yours, it’s very original

  • @samuelwhite7030
    @samuelwhite7030 Před 4 měsíci

    its a great heavily customizable inexpensive system really cool man

    • @TextChange
      @TextChange  Před 4 měsíci

      Thank you. Consider subscribing

  • @Unknown-ym3ds
    @Unknown-ym3ds Před 6 měsíci +1

    Hey I have a request for you, can you explain wave function collapse algorithm to make random generation of a map? You do a lot of effort on your videos, thanks for making these videos.

    • @TextChange
      @TextChange  Před 6 měsíci +1

      I would try my best. Thank you

    • @Unknown-ym3ds
      @Unknown-ym3ds Před 6 měsíci +1

      ​@@TextChange Thank you for accepting my request, it will do a lot of help, I can't thank you enough, you made my day.
      It would be appreciated if you make the terrain like this czcams.com/video/PTwqUfjFsac/video.htmlsi=gpckP_Rwxp5XTUJ- . If you don't know about it or have no idea then you can get an idea with this czcams.com/video/MyMbbmWVCDw/video.htmlsi=1aoECPQRC0nua9E0 . Please help me if you could, my clueless brain can't figure out how to start.

    • @Unknown-ym3ds
      @Unknown-ym3ds Před 6 měsíci +1

      @@TextChange Thank you for accepting my request, it will do a lot of help, I can't thank you enough, you made my day.
      It would be appreciated if you make the terrain like this czcams.com/video/PTwqUfjFsac/video.htmlsi=gpckP_Rwxp5XTUJ- . If you don't know about it or have no idea then you can get an idea with this czcams.com/video/MyMbbmWVCDw/video.htmlsi=1aoECPQRC0nua9E0 . Please help me if you could, my clueless brain can't figure out how to start.

  • @fearlesswee5036
    @fearlesswee5036 Před 3 dny

    Pretty nice, and very fast. Btw, how could I go about having "specialty" rooms, ensuring that they are always placed somewhere in each dungeon? Like if I were to have say, a shop, and I wanted to make sure each dungeon has a shop.
    Of course I could just make it so the generation will check if it has placed a "shop" room already or not, and if yes, then exclude the shop from the usable tile pool, but otherwise it's entirely up to the mercy of RNG if a shop room is chosen. Then at the end of generation, if it sees that no shop room was placed, it'll regenerate the dungeon, repeating until it successfully places a shop.
    Now this will "work", but it's definitely not ideal, and becomes an exponentially bigger problem the more "special" rooms that are desired. Since if there's only 1 specialty tile, chances are the dungeon will end up having it. But if there's say, 5 specialty rooms I want each dungeon to always have somewhere in their layout, there's a much bigger chance one of them gets missed and the entire dungeon will need to regenerate. And it may be possible the dungeon will need to regenerate a dozen times, leading to a long wait time for players.

    • @TextChange
      @TextChange  Před 2 dny

      @@fearlesswee5036 here what you could try.
      Once all rooms are generated, list all rooms that have the same number of waypoints as your shop room. For example, if your shop room has 4 waypoints, find all rooms with 4 waypoints. Randomly pick one from this list and replace it with your shop room. If you want to have more then one shop room then repeat these steps in a for loop.
      It is still not ideal, because it is still dependent on RNG. Lets say you want 3 shop room (shop room has 4 doorways) But there are only 2 rooms with 4 doorways. You see the problem now? How to fix it?
      Instead of making special rooms, you should have your shop as a separate model. Now you can just select a random room from the dungeon and position your shop in that room.
      It is fast and easy method

    • @fearlesswee5036
      @fearlesswee5036 Před 2 dny

      @@TextChange Well the "shop" would be a defined room, for a special layout + set dressing. I plan to use large 100 stud tiles to have a lot of room for the room/hallway layout to deviate. So like a 4-way intersection might not be a straight path, but have more twists/turns.
      I didn't even think of placing them *after* the dungeon generates; finding a random 4-way room for example and replacing it with the special room. That's very smart. I could also probably use this to put an "exit" or "end room" for the dungeon, using a basic magnitude check to exclude room tiles too close to the start.
      Thanks for taking the time to respond and the tutorial!

  • @Rexexcraft
    @Rexexcraft Před 8 měsíci

    only 21 subscribers? you deserve way more

  • @Wendy-ib4sp
    @Wendy-ib4sp Před 7 měsíci

    HOLY COW YOU ARE SO UNDERATED! 100% Subbing.

  • @ThatBeenuxGuy
    @ThatBeenuxGuy Před 2 měsíci +1

    Hey what should I do if there are two empty spaces with no waypoints? Also sometimes the rooms aren't on the same y level

  • @PoppinCorn
    @PoppinCorn Před měsícem

    Now you have to do another one where it’s a chunk loader that saves and unrenders/renders chunks!

    • @TextChange
      @TextChange  Před měsícem +1

      @@PoppinCorn That's a great Idea.

    • @PoppinCorn
      @PoppinCorn Před měsícem

      @@TextChange would love to learn how to do this for procedural dungeons. even a dungeon series tutorial would be awesome since there aren’t any on youtube.

  • @Balth9
    @Balth9 Před 8 měsíci

    Very good tutorial, Subbed!

  • @Eldamian0
    @Eldamian0 Před 3 měsíci +1

    Could you make a V2 of this tutorial that explains how to make a procedurally generated dungeon or city (whatever) with rooms of varying scales and roads of different sizes? Like you could have a room of 12x18 or 6x8 and roads of 8x3 or 15x3

    • @the_actual_alex
      @the_actual_alex Před měsícem

      he said in another reply you can achieve this by making the tile as big as your biggest room size, then make a bunch of halls that look like multiple smaller halls combined

    • @TextChange
      @TextChange  Před 24 dny

      Ah thank you for doing my job 😅. I really appreciate that

  • @Flook1
    @Flook1 Před 4 měsíci +2

    How do I make the generation infinite and allow the situations when there are 2 rooms connected with each other?

    • @TextChange
      @TextChange  Před 4 měsíci +1

      Make the room number value equal to math.huge. But this will cause roblox to crash.
      And if you want to have 2 room adjacent to each other, then just copy the hallway generation method

  • @The_Spirit4595
    @The_Spirit4595 Před 4 měsíci +1

    Could someone help me with making certain waypoints connect the map into a loop

  • @the_actual_alex
    @the_actual_alex Před měsícem

    this is so good! just one question, is it possible to add other rooms that also spawn just one time in random positions?

    • @TextChange
      @TextChange  Před měsícem +1

      @@the_actual_alex yeah it it possible. It will be a little hard work, so bare with me.
      First thing you need to do to make your room. And place it somewhere else. And then after generation process is complete, you have to make a table/array of all the room with the same amount of doorways as your intended room. For example, Let's say your intended room has 2 door ways. So you will make a table of all the room with 2 doorways that were generated. Now choose a random room from that array and replace it with your intended room.
      There are many other ways to do it. But this was the first thing thar came in my mind

    • @the_actual_alex
      @the_actual_alex Před měsícem

      @@TextChange 🙏

  • @DEZERKER63
    @DEZERKER63 Před 6 měsíci

    i love this tutorial, please keep making more of these, using and explianing the terms was also very nice, also how do you add Z levels to a system like this?

    • @TextChange
      @TextChange  Před 6 měsíci

      Maybe make diagonal hallway that will work as a staircase. That should do it

  • @reecat4535
    @reecat4535 Před 4 měsíci

    WE'RE CREATING THE BINDING OF ISAAC IN ROBLOX WITH THIS ONE

  • @Waffle0000
    @Waffle0000 Před 4 měsíci +2

    So is this how poeple make there doors game random?

  • @ThatBeenuxGuy
    @ThatBeenuxGuy Před 3 měsíci +1

    Hallways are overlapping with the rooms and becoming quite messy. There are also times they spawn under the map and rotated. do you have an idea on what the problem is?

    • @TextChange
      @TextChange  Před 3 měsíci

      What did you do? 😂 the overlapping is happening because you scaled up asset. After scaling you need to follow this part 6:35. And i don't know why they are spawning under the map and rotated

    • @ThatBeenuxGuy
      @ThatBeenuxGuy Před 3 měsíci +2

      ​​@@TextChangets no longer overlapping, I put the primary part to the floor instead of the actual middle of the room so my bad. I'll try to experiment around in the angles to fix it. Thanks for the tutorial

  • @Ninjalordsalt
    @Ninjalordsalt Před 2 měsíci +1

    for some reason when mine runs it generates the start room and a part that is put in the debris folder and i think its supposed to be the checkpart but it appears under my starting room and like close to the primary part's x & z coords. im getting no errors and idk what i did wrong. ive set all my primary parts and waypoints to the correct direction and made sure they have the right names. Ive called all the functions and done basically everything said in any other reply under this video. is there something i missed with the checkbox part of the video or is it something else?

    • @TextChange
      @TextChange  Před 2 měsíci

      Maybe you messed up the coordinates. It is really hard to say what is wrong with your code. Maybe you should try the model i have provided in the description.

  • @tearer.
    @tearer. Před 7 měsíci +1

    How long did it take you to learn from scratch to this level of advanced lua scripting? It’s honestly amazing, I’m currently learning lua and I started a week ago, for now I only know the keywords, I have no idea how I can use this stuff I’m learning 💀

    • @TextChange
      @TextChange  Před 7 měsíci

      Im actually script for some years, keep it up and you will be a advance scripter in no time

  • @TheBloodThirstyvamp
    @TheBloodThirstyvamp Před měsícem +1

    It seems the code breaks when I apply it to my own rooms with bigger and more complex sizes. Any fix for this?

    • @TextChange
      @TextChange  Před měsícem +1

      Well, without any information it is really hard to tell what is wrong with your model. But i assume you have different size rooms. This is a problem because this system wasn’t created to handle room with different size. You have to make sure that your all rooms are same size

  • @Trazor_
    @Trazor_ Před 8 měsíci +1

    Amazing tutorial!

  • @enzopool2007
    @enzopool2007 Před 4 měsíci

    I think I got a jumpscare from the captions

  • @Managlyph
    @Managlyph Před 6 měsíci

    Great tutorial!

  • @pixerking
    @pixerking Před 7 měsíci +1

    Cool, but how to make spots in rooms with random objects spawn there like paintings on walls and otheres

  • @collossuss96
    @collossuss96 Před 3 měsíci

    Hey do you have a discord or something? This tutorial is so cool but it's hard to make my own world generation based off this because I'm not sure how to limit it's reach or anything... would love to speak to you about it

    • @TextChange
      @TextChange  Před 3 měsíci +1

      My channel isn’t so big, so i never considered about discord or anything. Maybe in the future.

  • @Dingleberry540
    @Dingleberry540 Před 7 měsíci +1

    backrooms bout to be crazy

    • @AfrosCanBeCool
      @AfrosCanBeCool Před měsícem

      i’m actually making a backrooms game using this lol

  • @the5thber
    @the5thber Před 3 měsíci

    Nice Tutorial! I was just wondering if you know how to make a limit on how many rooms are generated. Please & thank you.

    • @TextChange
      @TextChange  Před 3 měsíci +1

      There is already a limit to how many rooms will be generated. At the very bottom of the script where the generate function is being called. The 2nd parameters is the number of rooms you want to be generated.
      Liking and subscribing is highly appreciated

  • @yumaa4612
    @yumaa4612 Před 8 měsíci

    Yo great video man this really helped me out, how would i go about adding varying room sizes for example a big hall room (For players to fight in) and multiple starting rooms that connect to each other with in the dungeon?

    • @TextChange
      @TextChange  Před 8 měsíci +1

      Heres some idea! Your tile size and checkbox size should be same as the biggest room. Now make smaller room and in the doorway try adding some parts so that the doorways match when rooms and hallways are placed side by side.

    • @yumaa4612
      @yumaa4612 Před 8 měsíci

      @@TextChange thank you for the help ill try implement that now!

  • @Connor_McBride
    @Connor_McBride Před 7 dny

    I found this video really informative and helpful! I'm new to Lua and Roblox Studio, and I was testing your script with some custom rooms I built, and I'm getting an error I don't know how to fix. Upon running the game only the starting room generates, and I get this error message: Model:SetPrimaryPartCFrame() failed because no PrimaryPart has been set, or the PrimaryPart no longer exists. Please set Model.PrimaryPart before using this.
    I will note that I trimmed your code to remove all the mentions of the 'room' boolean attribute because my game is trying to generate only rooms, no halls. Is there something obvious I'm likely missing or is there something I could try?

    • @TextChange
      @TextChange  Před 7 dny

      you forgot to set the "Primarypart" property of you rooms. make sure to follow these steps 1:10

    • @Connor_McBride
      @Connor_McBride Před 5 dny

      @@TextChange Thank You! That fixed one of the many bugs lol. I just assumed the part had to be named PrimaryPart and I didn't see that you had changed the property in the video. Again, thanks for this amazing tutorial!

  • @didist9065
    @didist9065 Před měsícem +1

    hey i know this video is old, but how do i get that thing where your mouse tells you where on a part you are.

    • @TextChange
      @TextChange  Před měsícem

      @@didist9065 I actually don't know. It was there by default.

  • @fury5414
    @fury5414 Před 5 měsíci +1

    is there a way to make it choose through different types of dungeons? like different colors of walls and floors, and maybe like make the rooms and hallways be restricted to a big box like zone?

    • @TextChange
      @TextChange  Před 5 měsíci +2

      Of course, after all possibilities are endless! it may not completely satisfy your needs, here are some ideas to consider.
      To confine dungeon generation within a specific area, you can implement a check during room spawning to ensure the chosen coordinates fall within the designated zone. For instance, let's designate an area within 200 studs from the origin (0,0) in each direction. When spawning a room, verify if the selected coordinate satisfies the conditions: (Vector3.X = -200) and (Vector3.Z = -200). If these conditions are met, proceed with generating the room; otherwise, transform the waypoint segment into a wall.
      (Assuming you're referring to themed dungeons like jungle or desert)
      Now, for different types of dungeons, organize themed rooms and hallways into separate asset folders. For instance, create a folder named 'Jungle' containing jungle-themed assets exclusively. Then, introduce a string value (let's name it "themevalue") to determine the appropriate asset folder dynamically. Here's an example:
      local assetFolder = ReplicatedStorage:FindFirstChild(themevalue.Value)
      I hope this guidance proves helpful! If you found it useful, consider showing support by liking the video and subscribing to my channel-it truly motivates me.

  • @ziplocksadventures2321
    @ziplocksadventures2321 Před 7 měsíci

    its a good tutorial but i think its a little to fast because sometimes i have to slow down the video to 0.25 a second for some parts

    • @TextChange
      @TextChange  Před 7 měsíci

      Im really sorry about that. I had to speed up the video because it was getting too long

  • @LeapInno
    @LeapInno Před 8 měsíci +1

    Super super nice strategy.

  • @reduvicemaster
    @reduvicemaster Před 2 měsíci +1

    what real chads do is learn

    • @TextChange
      @TextChange  Před 2 měsíci

      That's true

    • @reduvicemaster
      @reduvicemaster Před 2 měsíci

      @@TextChange then why did you say "be a chad and copy & paste the script" in the video

    • @TextChange
      @TextChange  Před 2 měsíci

      @@reduvicemaster 😅 People often use the code without understanding it, then mess it up and complain that it doesn't work. It's a sarcastic way of saying, 'Just take the code and get out'. If you take a look at the comments on this video, you will understand what i mean.

    • @reduvicemaster
      @reduvicemaster Před 2 měsíci

      @@TextChange but it's good to learn. I'm not talking further anymore now

    • @ProSureString
      @ProSureString Před 11 dny

      I had this same question. Chads are people that understand what they do fully.

  • @fakeorfeus
    @fakeorfeus Před 7 měsíci +1

    good tutorial! but i have a problem, the starting room is generating but not the rest of the room's how can i fix this?

    • @fakeorfeus
      @fakeorfeus Před 7 měsíci

      i forgot to say that there's no errors

    • @TextChange
      @TextChange  Před 7 měsíci

      Make sure you rotated the waypoint and primarypart to face the correct direction. Also check if you called the branchout function

  • @thecheeseclanwastaken
    @thecheeseclanwastaken Před 7 měsíci

    Thanks Alot! it works.

  • @tunamursofficial
    @tunamursofficial Před 5 měsíci

    thx bro! i love u!!)

  • @chromium7745
    @chromium7745 Před 2 měsíci

    An issue is you never put where to specify Maxrooms. Now infinite rooms are generating and I can't cap it.

    • @TextChange
      @TextChange  Před 2 měsíci +1

      8:41 at the bottom, when calling the generate function, the second parameter is the maxrooms. As this was a kind of advance tutorial, i assumed people would get it easily

  • @The-Random-Dev
    @The-Random-Dev Před 2 měsíci

    Thank u so much

  • @link9235
    @link9235 Před 2 měsíci

    How would I make it so I can have different sizes of rooms? Like what if I have a REALLY long hallway, but also a really small hallway? I tried doing the size thing but that doesn't seem to work at all.

    • @TextChange
      @TextChange  Před 2 měsíci

      You can do it if you can somehow make it possible so that Every rooms and hallways can be placed adjacent to each other. I really can't explain it to you without a separate video.

  • @Ankibank2000
    @Ankibank2000 Před 2 měsíci

    is there a work around for the room amount becoming too low? I've once gotten rooms in a 2x2 because they ended up connecting that way even though the max amount of rooms was around 1000 and I really would like for this not to happen.

    • @TextChange
      @TextChange  Před 2 měsíci

      Try the model i have provided in the description. I had solved that problem after the video was released. And i didnt bother mentioning. Sorry about that

  • @SirJo2
    @SirJo2 Před 7 měsíci

    It was a good tutorial but the scripting was going to fast personally and i got lost mid way...
    I managed to get it to work and it works beautifully

    • @TextChange
      @TextChange  Před 7 měsíci

      I'm really sorry about that. the video was getting too long for a tutorial.

  • @Anzeljaeg
    @Anzeljaeg Před 3 měsíci

    This is impressive indeed

  • @Puppeette
    @Puppeette Před 7 měsíci

    0:44 hallways and rooms look a little small... I'm assuming from that time mark I commented, that the space is 4 blocks wide?

    • @Puppeette
      @Puppeette Před 7 měsíci

      Well 1 stud is roughly 1 foot lol

    • @TextChange
      @TextChange  Před 7 měsíci

      Yes I already said it in the video, it is even smaller then a player

  • @KarlSpark
    @KarlSpark Před 3 měsíci +1

    How to make it bigger?

  • @user-tu8mn6bg9j
    @user-tu8mn6bg9j Před 5 měsíci +1

    do you know of a way to create unique rooms? (like have only one boss room in the entire dungeon)

  • @0MNIKAT
    @0MNIKAT Před 19 dny

    I'm a bit late to this as well as new to coding. This tutorial is fire and easy to follow, however I am having trouble with the StartingPosition in which I'm getting an error message "Model:SetPrimaryPartCFrame() failed because no PrimaryPart has been set, or the PrimaryPart no longer exists. Please set Model.PrimaryPart before using this." Anyone know what could be up?

    • @TextChange
      @TextChange  Před 18 dny

      you forgot to set the 'PrimaryPart' property for your starting room. here, follow this 1:49

    • @0MNIKAT
      @0MNIKAT Před 18 dny

      @@TextChange Oh my god thank you so much I get it now!! Your a genius with setting that to the pivot and thank you for pointing that out as I completly missed that part.

  • @thecheeseclanwastaken
    @thecheeseclanwastaken Před 7 měsíci +1

    How would i be able to script it so it would connect to a part already in the map like a checkpoint to the next area?

    • @TextChange
      @TextChange  Před 4 měsíci

      Sorry man. This dungeon is designed to be random. I don't know how to do that

  • @gaminwbd
    @gaminwbd Před 7 měsíci +1

    I got the starting room to spawn but nothing else spawned around it. I saw that there were two scripts, one in workspace called, "Script" and one in Replicated First called "Nothing is here" which do I put the code in? Is anything supposed to be unanchored?

    • @TextChange
      @TextChange  Před 7 měsíci +1

      You might have forgot to call the branchout function. Replicated storage's script is the previous script that i tested and its disabled.

    • @gaminwbd
      @gaminwbd Před 7 měsíci +1

      @@TextChange how would i call out that function? What code at what line

    • @TextChange
      @TextChange  Před 7 měsíci

      ​@@gaminwbdcheck description or new pin comment😊

  • @Mr.Konstig
    @Mr.Konstig Před 7 měsíci

    This video was awesome but I'd like to use it for more future games. can you please turn this into a free model? That would me very much appreciated!

    • @TextChange
      @TextChange  Před 7 měsíci +1

      Check description or new pin comment

  • @imButterGuy
    @imButterGuy Před 5 dny

    Hi i just remodeled the models and when they generate the room without a waypoint (Room1) keeps it from finishing and it resets Can you help?

    • @TextChange
      @TextChange  Před 3 dny

      @@imButterGuy In our generation process, waypoints are crucial. If there are no waypoints in the workspace, the generation of rooms or hallways can’t continue. Waypoints help us know where to place new rooms and keep the generation going. So make sure all the room in your asset folder has at least one waypoint.

  • @bangbashtoday
    @bangbashtoday Před 2 měsíci

    could this theoretically be repurposed for a constant generation of tiles infront os something like a vehicle that move backwards

    • @TextChange
      @TextChange  Před 2 měsíci

      Sorry, Didn't understand what you meant

  • @guyonyoutubee
    @guyonyoutubee Před 7 měsíci

    "you own version"

  • @glitch8442
    @glitch8442 Před 4 dny

    How would I make it possible to put a set amount of rooms in the dungeon whilst also having specific rooms limited to another set number?

    • @TextChange
      @TextChange  Před 3 dny

      @@glitch8442 I already have a max room limit on my system. (Please watch the full video. I worked hard on it man 😭😭)
      And for your second request. here is what you could do.
      Once all rooms are generated, list all rooms that have the same number of waypoints as your special room. For example, if your special room has 4 waypoints, find all rooms with 4 waypoints. Randomly pick one from this list and replace it with your special room. Repeat this until you have the desired number of special rooms in the dungeon.

    • @glitch8442
      @glitch8442 Před 3 dny

      @@TextChange ty

  • @eggtart2gud
    @eggtart2gud Před 9 dny

    why does the first local cf changes at 8:13???

    • @TextChange
      @TextChange  Před 9 dny

      @@eggtart2gud first one positions rooms, and 2nd one makes sure rooms are not tilting

  • @Illumina1414
    @Illumina1414 Před 5 měsíci

    chatgpt description is crazy😭😭😭

  • @thatgmoddude3916
    @thatgmoddude3916 Před 6 měsíci

    i keep getting starting room errors. my primarypart is in the middle of the room. I tried taking yours and upscaling it and yet it still does not work. Any fix?

    • @TextChange
      @TextChange  Před 6 měsíci

      Maybe starting room Isn't in the replicated Storage.
      Without the error massage i can't understand what might be the problem

    • @thatgmoddude3916
      @thatgmoddude3916 Před 6 měsíci

      @@TextChange sorry i forgot to give it you the error message is just running(x4)
      retrying and the door will just be blocked

  • @pianoman5259
    @pianoman5259 Před 4 měsíci

    man i even copied the exact code from the comments after typing it all out myself and it still didn't work for me, only generated the starting room and then gave nothing in the output console

    • @TextChange
      @TextChange  Před 4 měsíci

      Try the model provided in the description and in the pin comment.

    • @pianoman5259
      @pianoman5259 Před 4 měsíci

      @@TextChange alright I will, hopefully it works because I love the idea

  • @How2MagicMan101
    @How2MagicMan101 Před 6 měsíci

    I’m very confused on how to scale up these rooms and hallways, because every time I do, it breaks the generation.

    • @TextChange
      @TextChange  Před 6 měsíci

      When you scale up make sure to you calculated the distance of the waypoint and primarypart

    • @How2MagicMan101
      @How2MagicMan101 Před 6 měsíci

      @@TextChange so sorry for asking but is it possible to add custom textures/decals to the walls and floors? The script breaks easily whenever I try to

  • @MartianLeo_T
    @MartianLeo_T Před 5 měsíci

    im just trying to use this for a never ending road with occasoinal burger kings lol

  • @joejoyce6510
    @joejoyce6510 Před 7 měsíci

    Can you tell me the plug in or setting used to show the stud / size when scaling a part?

  • @Fickil1i
    @Fickil1i Před 4 měsíci

    how do i fix where the rooms do not generate at all (except starting room)

    • @TextChange
      @TextChange  Před 4 měsíci

      Well there are many ways this can be done. But the simplest way is to place something(like a part) Where you don't want to generate the rooms. Because when the algorithm check for occupancy it will detect the part and will not generate there anymore. But this can be really annoying because its has to done manually.

  • @Mr.Konstig
    @Mr.Konstig Před 7 měsíci

    I got the script to work now. But for some reason, nearly all waypoints are turned into dead ends. Even if it isn't a dead end. Is anyone else experiencing the same issue?

    • @TextChange
      @TextChange  Před 7 měsíci

      If you still have that problem then you can get the model now. Link is in the description and in the pin comment

  • @krimdoff5956
    @krimdoff5956 Před 6 měsíci

    Hello, I noticed a slight difference between the video and the Place that you left under the video. In this place, your PrimaryPart is invisible and does not exist as a child object in the room. Do I have to do this in my Place? I just don’t know how, because you didn’t specify this in the video

    • @TextChange
      @TextChange  Před 6 měsíci

      Is the generation broken in the model that i provided? Anyway if there aren’t any PrimaryPart in any of the room and hallway the kindly make one as shown in the video. Being invisible or not does not matter

    • @krimdoff5956
      @krimdoff5956 Před 6 měsíci

      @@TextChange Actually no, everything works as expected, I just noticed this little thing, I thought it affects something

  • @GWDGV
    @GWDGV Před 6 měsíci +1

    hey can you tell my why when i create my own rooms with the exact same scripts and everything it says "attempted to index nil with Position"

    • @GWDGV
      @GWDGV Před 6 měsíci +1

      when i try to find the distance

    • @TextChange
      @TextChange  Před 6 měsíci

      maybe you forgot to set the room's "PrimartPart" property. Make your you have the primarypart and waypoint part where they need to be.

    • @GWDGV
      @GWDGV Před 6 měsíci

      @@TextChangeI just resized, remodeled, and retextured your builds and adjusted the distance manually between them so W

  • @thegamerthatdoestsuff
    @thegamerthatdoestsuff Před 7 měsíci

    Awesome tut man! however, after following everything it only generates the starting room, and thats it

    • @TextChange
      @TextChange  Před 7 měsíci +1

      Check again. You might have forgot to call the branchout function.

    • @thegamerthatdoestsuff
      @thegamerthatdoestsuff Před 7 měsíci

      @@TextChange ill carefully check again, even copied in your code from the comment down below. same result.

    • @thegamerthatdoestsuff
      @thegamerthatdoestsuff Před 7 měsíci

      ill trace my steps, perhaps my room names or something are off

    • @thegamerthatdoestsuff
      @thegamerthatdoestsuff Před 7 měsíci

      @@TextChange Found it, forgot to set primary part per room and hallway...oops

    • @Isu-Ware
      @Isu-Ware Před 7 měsíci

      yo dude, I have the same problem yet I did set the primary part per room and hallway, yet it doesnt generate anything except the starting room@@thegamerthatdoestsuff

  • @The_Idea_Guy
    @The_Idea_Guy Před 4 měsíci

    Brilliant

  • @OLDACCOUNT_notfireman
    @OLDACCOUNT_notfireman Před 7 měsíci

    what if in a scenario one of the hallways have a waypoint that directly points towards the starting room, and as it already reached a max rooms limit it would try to generate a shop room INSIDE the starting room. is there a way to prevent this?

    • @TextChange
      @TextChange  Před 7 měsíci

      What? I don’t know what are you talking about. But if you are concerned about room overlapping then don't worry. This system will not overlap rooms.

  • @drlssteam
    @drlssteam Před 6 dny

    How did you prevent self loops that stops the generation?

    • @TextChange
      @TextChange  Před 3 dny

      @@drlssteam I forgot to mention it in the video. But here is the quick explanation.
      When we start generating rooms or hallways, a timer called 'last generated' records the time when the last room was made. Each time we create a new room, we update this timer to the current time. We use a loop that keeps running until all rooms are generated. Inside the loop, we check the time elapsed since the last room was made. If more than 5 seconds have passed and the desired number of rooms hasn't been generated, it means something went wrong, and we start the process again.

  • @Lokngk9
    @Lokngk9 Před 3 měsíci

    PLEASE TEACH US HOW TO MAKE LARGE ROOM

    • @TextChange
      @TextChange  Před 3 měsíci

      Well select all the rooms and hallways scale it to the size you want. Then follow this 6:30

  • @Nemazares
    @Nemazares Před 6 měsíci +1

    How can i modify the corridoor and room safely

    • @TextChange
      @TextChange  Před 6 měsíci +1

      You can edit anyway how ever you want. Just make the entry points lineup when placed side by side. Also they can not exceed the average room size ( in this case 8 studs by 8 studs

    • @Nemazares
      @Nemazares Před 6 měsíci

      ​@@TextChange Ur the best

  • @grandpas-stuff
    @grandpas-stuff Před 3 měsíci

    for some reason waypoints do the walls thing for no reason

    • @TextChange
      @TextChange  Před 3 měsíci +1

      It is happening because the script thinks that there is something on the way and rooms cant be generated. The easy solution is that you check if all waypoint part are facing the right wasy.

    • @grandpas-stuff
      @grandpas-stuff Před 3 měsíci

      @@TextChange ah ok, also lets say i wanted it to generate stair cases or anything that changes elevation, how would i do that?

    • @TextChange
      @TextChange  Před 3 měsíci

      @@grandpas-stuff well stairs are like hallways. Just make the hallways elevate.

    • @grandpas-stuff
      @grandpas-stuff Před 3 měsíci

      @@TextChange ah ok, thank you so much

    • @grandpas-stuff
      @grandpas-stuff Před 3 měsíci

      @@TextChange hi i found a bug where they won't stop generating i will send my code if you would like

  • @sticker1000
    @sticker1000 Před 27 dny

    how would oyu mkae this into a round system so every round theres a new dungeon

    • @TextChange
      @TextChange  Před 24 dny

      @@sticker1000 everytime you need a new dungeon, clear the folder(delete everything in the folder that holds rooms and hallways) and call the function