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Question by Meater6 · Jun 13, 2011 at 05:02 AM · maptilesefficiencydungeon

Efficient Dungeon Making

Hi, I'm trying to make a RPG game where you view yourself from above, kind of like Gauntlet if you've ever played it. Currently I'm trying make a simple dungeon, where you walk in many corridors killing stuff. It seems the only way to make the dungeon though, is to make hundreds of tiles that become the walls and floors. But this method seems extremely long, tiring and not worth the effort (without a Editor script helping). I see many Unity dungeons that are simple yet enormous. How do developers make these large yet simple dungeons? I thought of making the entire dungeon on a modeling program, but it would be very hard to edit it, for there most likely be problems.

So my question is: What is the most efficient way to make these types dungeons?

Thanks for ALL responses. :)

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Answer by Jason B · Jun 13, 2011 at 05:14 AM

The best way to do this in my opinion is to build many prefabs and use them to tile together a dungeon.

All those beautiful expansive dungeons you've seen likely weren't made overnight, but they don't have to be a terrible hassle, either.

And don't forget that you can hold CTRL while moving objects to snap them; makes it a breeze to put together tiled assets.

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avatar image Meater6 · Jun 13, 2011 at 03:42 PM 0
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Thanks, I was wondering how people did this. I will use this idea for now. :)

avatar image Chris D · Jun 13, 2011 at 04:11 PM 0
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If you're going to go with the tiling approach, it might be worth it to look into using something like the OG$$anonymous$$O editor: http://ogmoeditor.com/

It lets you construct a simplified version of your levels as tiles and exports it to X$$anonymous$$L.

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