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Thanks! I'm not sure I get what you are asking about:) Clicking an empty cell fills it and clicking a filled cell clears it. When you open the context menu over a cell there will be either "Unmark tower" or "Mark tower" depending on whether it's already marked or not. Same with the doors.

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Sorry, just getting back to your gen, and again I encounter the same "problem", so i'll try to reword my first post : 

When you generate a mansion from scratch, some doors exists, the 3d model and floor plan display them correctly, but the blueprint does not. 

What this means is once in blueprint i can force A door on a marked cell, but this does not mean that this will be the only door of the mansion,
when you hit enter, it feels like it generates randomly with a set number of door, and then "adds" marked blueprint door, resulting in mansions with a bit too many doors for my taste

What i thought it would do is use marked cell blueprint first, and if there is not enough opening, add some more during generation. Since the room generator seems perfect, it would allow to make mansions with less openings but more convoluted routes between rooms, ultimately making it more "dungeony" for RPGs (which is what i'm after :) )

Once again, it's already great as is, props to you

It's more complicated than that. A mansion consists of "wings" - rectangular blocks, each with its own roof (roofs are important!). Wings are grouped into "clusters" - sets of wings whose roofs can be merged "organically". When doors are generated, each cluster is considered independently. Depending on the area of a cluster, the generator tries to place one or more entrance doors, but there can't be more than one door per wing. The algorithm picks wings of the cluster one by one trying to spawn doors in them (it's not always possible) until it gets the required number of doors. To spawn a door in a wing the generator first check if there is a "marked" door in that wing. If there is, that marked location is used, otherwise a random valid location is chosen. Sometimes at the end of the process some marked doors are left unused. In this case they are added despite the fact that there are enough doors already.

Why it may be required to have more than one entrance in a mansion? I don't really remember - it was implemented long time ago. Probably I didn't like large mansions having a single inconspicuous door.

(+1)

Thanks for the detailed answer & insight into how it works !  

So if i read that  right, by marking an appropriate number of doors, for the size of the mansion, i can at least try to control the layout a bit !

I'll have to look again at the settings, see what may affect wings & cluster generation more finely :D