Learning Paths
Generated Dungeon Prototype
Generate, inspect, validate, and refine a dungeon prototype before expanding it.
v0.9.4Godot 4.7 stable4.6.3 supportedCurrent
This page summarizes the current v0.9.4 workflow and keeps Early Access boundaries clear.
Scenario E: Generated dungeon RPG prototype
Goal: generate a small dungeon, inspect it, turn it into editable project content, add one event, validate, and test.
Tools: Procedural Toolkit → Generated Asset Browser → Map Editor → Database → Content Validator.
| Step | Action | Why | Expected result |
|---|---|---|---|
| 1 | Open Procedural Toolkit → Dungeon/Maps. | Start with the map generator designed for this job. | Dungeon settings are visible. |
| 2 | Set a small size first, then Generate. | Small outputs are easier to debug. | A generated dungeon asset appears. |
| 3 | Open Generated Asset Browser. | Every generated asset should be inspectable. | The dungeon appears with metadata/report. |
| 4 | Open or convert it as editable map content. | Generated content should become project content. | Editable map/scene is available. |
| 5 | Add one chest, enemy, or exit. | A dungeon needs at least one gameplay event. | An event exists in the dungeon. |
| 6 | Validate and Quick Play. | Checks generated content paths and gameplay setup. | Dungeon can be entered and tested. |
