Darkest Dungeon®

Darkest Dungeon®

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El Zoido Oct 25, 2015 @ 4:38pm
Modding the map generator
A recent discussion got me interested in the map generation in DD, so I played with the scripts a bit. Basically, I wanted to see what's possible to do right now, and whether the different dungeon types can be given a more distinctive structure.

Obviously this is nothing new, as mods have been released before that do similar things, but I couldn't find any specifics, so I would welcome some additional informations.

Looking into map_generator.darkest, one can find a list of missions for the different dungeons, the format being like this:
map: .size short .quest_type explore .dungeon_type crypts .base_room_number 9 .base_corridor_number 10 .gridsize 4 3 .spacing 4 .goal_room_number 9 .connectivity 0.9 .min_final_distance 3 .hallway_battle 2 4 .hallway_trap 2 3 .hallway_obstacle 0 2 .hallway_curio 9 9 .hallway_hunger 1 3 .total_room_battles 1 3 .room_battle 0 0 .room_guarded_curio 0 1 .room_curio 0 0 .room_guarded_treasure 1 1 .room_treasure 0 0 .nudge

Much of it is self-explaining, but I'm not sure about some details:
* I assume the lines with two values act as a minimum and maximum number of occurences?
* connectivity is as far as i can tell governing the number/probabilty of connections between rooms, but
* how dos base_corridor_number factor into it? It either seems hard-coded, or I don't understand what it's for
* which range for connectivity makes sense? How does it work exactly (if anyone knows...)
* I'm also not sure about min_final_distance

So, any help is appreciated!
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Showing 1-4 of 4 comments
Tycrus1 Oct 26, 2015 @ 2:54am 
Yes min and max occurrences refer to the range of possible obstacles or room fights. Spacing 4 describes the lengths of corridors connecting rooms and i think the grid size refers to the size how far it can generate those rooms that it doesnt end like a straight line map. The larger you make the corridors you ll ve less space in your map grid.Connectivity probably refers to dead ends.So if you make it 1 you ll ve less dead ends and everything below will increase them. But i am not a modder i ve seen map files for twisted deepest dark and thats what i learned from it and its not much but i hope i could help.
Last edited by Tycrus1; Oct 26, 2015 @ 2:58am
El Zoido Oct 26, 2015 @ 7:07am 
Yes, grid size should be the available "positions" for rooms on a x*y grid.

I still don't get the function of base_corridor_number. I made some adjustments to it while keeping connectivity, but could not clearly identify what it's doing.
Granted, if we assume that e.g. the map generator is hard-coded to connect every room in some way, and furthermore assume that connectivity is responsible for additional limitations, it might just be that in the end base_corridor_number does not have a big influence.
Of course it might just be that I missinterpreted it.

min_final_distance I interpret in such a way that it's necessary for a quest objective (or the last part of an objective) to be placed at least in that distance to the starting room (preventing e.g. boss fights showing up right next to the starting room).
El Zoido Oct 26, 2015 @ 12:55pm 
That's what I thought as well, but it doesn't seem to be the case.
Well, guess I'll play around a bit more...
Tycrus1 Oct 26, 2015 @ 1:02pm 
Yea i just found that out myself... i dont know either so far what it means. In my current dungeon it has only 8 corridors.
Last edited by Tycrus1; Oct 26, 2015 @ 1:03pm
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Date Posted: Oct 25, 2015 @ 4:38pm
Posts: 4