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Dungeon Builder
 

Dungeon Builder_edited.jpg

The Dungeon Builder Widget allows you to take all of the Cells you've previously built and combine them into a procedurally generated Dungeon. It has 5 different modes, all of which adjust different settings required to build the Dungeon.

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At the bottom you can select between the different Modes, which are:

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Build Creator: Combine a set of Cells with specific settings into a blueprint that can be used by the Dungeon Creator.

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Dungeon Creator: Used to create and adjust Dungeon Settings.

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Dungeon Manager: Used to manage Dungeons that have been placed in the current level.

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Pathfinder: Only available when a Dungeon Settings blueprint is loaded. Allows you to create and adjust the optional Path Spline that will guide Players through the Dungeon. Also allows you to create and adjust the optional Door Guides that will highlight the connected Cells in a path when requested by the Player.

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Lock & Key: Only available when a Dungeon Settings blueprint is loaded. This mode allows you to lock specific Doors within a Path, and set requirements to open this locked Door. You can also spawn any required objects in the Dungeon before this locked door.

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Let's jump in!

The Build Creator allows you to combine a group of Cells with specific settings into one blueprint to be used by the Dungeon Creator.

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It has 10 different Modes, for each of the different Cell Type selections. They are:

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  • Start: The first placed Cell in a Path. If no Start Cells are detected, it will fall back to Path Cells.​
     

  • ​End: The last placed, or Boss, Cell in a Path. If no Start Cells are detected, it will fall back to Path Cells.

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  • Height: These Cells allow Floor changes. If no Start Cells are detected, it will fall back to Path Cells.

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  • Cosmetic: These Cells are placed after all Paths are built and are used to fill out any blank slots in the grid. They are intended to be inaccessible, and purely visual.

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  • Special: When a Cell is not a Start, End, or Height Cell, a Special check will run. If the check passes (based on your specifications), a Special Cell will be placed. If no Start Cells are detected, it will fall back to Path Cells.\

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  • Path: For everything else, a Path Cell is placed.
     

  • Fill: After the initial Cells for your Path are placed, option Fill Paths can be created that branch off of the initial Path and dead-end. They share many of the same Cell Types as the initial Path, and are completely optional.

 

You can switch between the main Modes using the 5 buttons at the bottom, and you can switch to their Fill counterparts using the Fill/Standard button next to them. You can Save the current Build using the Save button on the bottom right.

 

Let's jump into using the Widget

Build Creator_edited.jpg

At the top left, you can create or select a Build Blueprint. To the right you can also select the Cell Block to use for validation when adding Cells. All Cells added to a Build must share the same Cell Block. You cannot progress until both of these are set.

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Once your Build and Cell Block are selected, the rest of the Widget opens up. At the top of this new section is a Build Name setting, allowing you to set a name for each build. This becomes increasingly important when you use a Build with the Dungeon Creator and other Widgets.

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Below this you can select a Cell to add to the Build, and add it using the button below. If a Cell is selected whose Cell Block does not match the selected Cell Block above, the selection will be cleared, preventing you from adding it.

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To the right is a Selection Type setting, which determines how the Cells in the current Mode will be selected when used by the Dungeon Creator.

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Below you can Remove any added Cells using the X button to the left of the row, you can sort the order of added Cells using the Up button in each row, and finally you can adjust the Weight of each Cell to the right of each row. The Weight is only used when the Random Weighted Selection Type is set.

Dungeon Builder
Build Creator

Dungeon Builder
Dungeon Creator

Dungeon Builder_edited.jpg

The Dungeon Creator Widget is how you will create all of your various Dungeon blueprints. It hosts a number of Submodes, as well as a few helper tools.

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At the top you can select or create a Dungeon Settings Blueprint.

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All of the Submodes are hidden until a Dungeon Settings blueprint is selected. Before going over that, let's dive in to the Guide Mode, a handy Mode that allows you to not only preview the space your Dungeon will take up in a Level, but also lets you measure the distance between two points to create a Cell Block.

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At the bottom right you can Save the currently selected blueprint using the Save button. The Test button allows you to simulate a Dungeon in your Level with the current Dungeon Settings and the current Transform settings.

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Let's jump in!

Dungeon Creator
Guide Mode

Guide Mode can be enabled by clicking the To Guide button on the right.

 

When enabled, a preview Grid is spawned using the Transform settings on the bottom left. These Transform settings ultimately decide where your Dungeon will be placed when clicking the Place Dungeon button. The Guide Grid helps you visualize this.

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The Use Selected button towards the right will copy the currently selected Object in the editor and use it's Transform for the Dungeon Transform on the left.

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The Centering Mode below allows you to choose how the Dungeon will center around this Transform.

First Cell will center the Dungeon around the Grid Slot in the X:1 Y:1 Z:1 Slot.

Specific Start will center the Dungeon around the Slot you've selected for Specific Start Cell above.

Specific End will center the Dungeon around the Slot you've selected for Specific End Cell above.

Outside of this, the Specific Start and End Cell setting is primarily for visual reference.

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To the right of this are Offset options. This allows you to offset the Centered Cell so that the selected side aligns perfectly with the Dungeon Location. Handy for making sure the edge of a Dungeon will line up with another.

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Above the Transform settings you can adjust the Specific Start Cell, the Specific End Cell, and the Grid Size of the Dungeon Guide. The Grid Size settings are automatically pulled from the Dungeon Settings if loaded.

You can also see the total number of Grid Slots the Dungeon will have on the left.

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At the top we have the settings for the Cell Block being used by the Guide Grid. If a Cell Block is selected using the setting at the top, the Size settings below will automatically be filled in and not be editable. If Dungeon Settings are selected, the Cell Block from those Dungeon Settings will automatically be selected. Setting the Cell Block at the top to None allows you to manually enter Size settings for the Cell Block, as well as name the Cell Block so you can create a new one using the new button on the right (not pictured).

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Measure Mode.png

Measure Mode can be activated by clicking on the Measure Mode button on the right.

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When in Measure Mode, you can select two points in the Level and the Dungeon Creator will automatically set the Size of the Cell Block to measurements that allow the Dungeon to Start and End at the two points given the current Grid Size. It will rarely line up perfectly, but you can adjust the Grid Size to get it as close as possible. Once you're happy with your settings you can click on the Settings Mode button to name and save your new Cell Block using these Size settings. This allows you to create a Dungeon that will perfectly fit into a pre-built Level.

Dungeon Creator
Base Settings

The Base Settings Mode holds settings related to the Dungeon itself, and not so much related to the individual Paths within the Dungeon.

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At the top you can Name your Dungeon. This is important for interacting with the other Widgets.

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Below this you can select the Cell Block that will be used with the Dungeon. Remember, all of the Cells within a Dungeon must use the same Cell Block. This setting is used to validate any selected Cells.

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Next is Grid Size. By clicking the Change Grid Size button you can change the amount of Grid slots the Dungeon will have on each axis. Be sure to click the Change Grid Size button again after entering your new settings.

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Below we have the Seed. This setting allows you to get the Dungeon to build a specific way, every time, depending on the Seed. Find a Seed you like, save it to the Settings blueprint, and every time the Dungeon runs it will build the same way. You can also set the Seed to -1 to randomize it every time the Dungeon is run.

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Next we have the Visual Streaming Mode and PCG Streaming Mode. The Visual setting can help you save GPU resources by only showing nearby Cells. This is currently only a visual setting, and does not help with Memory, as the Cells are still always loaded. the PCG setting controls how distant PCG spawners will handle collision. This allows you to only enable collision on nearby PCG Spawners and save on CPU resources.

The 4 Streaming Modes are:

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None - All Cells will be shown. For PCG Streaming Mode, all PCG Spawners will follow the collision rules set in the Collection.

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Adjacent Cells - Cells directly surrounding the Current Cell will be visible. The Depth setting is a multiplier (inclueing the Cells directly surrounding THOSE Cells as well, etc.).
For PCG Streaming Mode, it follows the same rules but any Cells outside of the selection will have collision disabled.

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Connected Cells - Only Cells that directly connect to another, traversable Cell will be visible.  Again, the Depth setting is a multiplier. 

For PCG Streaming Mode, it's the same as above. If a Cell is not included in the selection its PCG Spawners will have collision automatically disabled, regardless of the settings in the Collection.

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Distance - Any Cell further than the Distance setting will not be visible.
For PCG Streaming mode, any PCG Spawner further than the Distance setting will have collision disabled.

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At the bottom is a Debug Mode setting. This allows you to display a text Widget in each Cell, denoting the specified setting.

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Dungeon Creator
Path Settings - Builds per Floor

The Path Settings Mode has an additional 4 Submodes. They allow you to control different settings regarding how the Dungeon will be built.

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At the top you can select which Path you are currently editing. Each Dungeon can have multiple Paths, although only one is required: the Main Path. Sub Paths are additional Paths that will branch off of the Main Path after it's built. Each Path has its own individual settings for each of the Submodes within the Path Settings mode.You can add or remove Sub Paths using the buttons at the top right.

 

Let's start with Builds per Floor Mode.

Dungeon Creator Cell Selection.png

Here is where the Builds we previously created using the Build Creator come into play. In this Mode you can select which Builds will be applied to each floor per Path. If you want a forest on the ground level of your Dungeon, with wooden walkways on every floor above, you can set that up here.

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At the top you can select the Build to Place. A build must be selected here first before you can add it to the Path so that its Cell Block can be validated. If an invalid Build is detected, it will be cleared and an error message will show.
Once you have a valid Build selected, you can click on any of the Floor Numbers to add the Build to that Floor. The button to the right of the Build to Place will apply the currently selected, valid Build to all available Floors. If the Build to Place is set to None, any selected Floor will be cleared.

Dungeon Creator
Path Settings - Main Settings

The Main Settings Mode allows you to adjust the settings related to the Path, such as its length, how often it will change floors, and how often Special Cells will be placed.

Dungeon Creator Main Settings.png

The top section allows you to adjust the Path Length. There's a Minimum and Maximum setting, and if the Maximum value is less than the Minimum, it will be ignored.
Below the Length settings is an option that allows you to reset the Dungeon if it fails. For the Main Path, having this box checked will automatically restart the Dungeon if the Dungeon fails. For the Sub Paths, having this box checked will stop the Dungeon from building, if this Path fails to build, and restart the Dungeon if the Main Path restart option is checked.

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The middle section allows you to determine how often the Path will attempt to change floors. As above, there's a Minimum and Maximum Value, and the Maximum value will be ignored if it is less than the Minimum. On the right of this section you can determine the chance the Path will succeed in changing floors.

Once the Dungeon has placed enough Cells in a Path to match the Floor Minimum number, it will roll a chance to change floors. The Height Chance is used for this roll. If it succeeds, it will place a Height Cell and reset the Floor Change counter to 0. If it fails, it will place a Path Cell and the next Cell will run this same chance again

 

The bottom section allows you to specify when Special Cells will be placed. Special Cells can be placed by the Dungeon in place of a Path Cell, depending on the settings you choose here. The Special Cell Type options are:

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  • Random Chance: Takes the Chance value here and runs a Random Weighted check.

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  • Random Increase: Takes the Chance value here and runs a Random Weighted check. If it fails, it will add the Increase value to the Chance the next time it runs the check. If it succeeds, the Chance value is reset back to its default value.

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  • Random Exponential: Similar to Random Increase, but instead of adding the Increase value to the Chance value, it multiplies the Chance value by the Multiplier value.

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  • Random Minimum: This has two values, Min and Max. Min is the required amount of Special Cells that must be placed. The Dungeon will attempt to space these out evenly. For example, if your Path Length is 10 and the Random Minimum is 2, the Dungeon will attempt to place a Special Cell within the first 5 Cells and the last 5 Cells. Be aware, this is dependent on there being enough space at that specific Slot for the Special Cell, so it is entirely possible for this to fail. In this case, it will revert to a Path Cell. The Max value is the maximum amount that can be placed. In the case that multiple lower percentage checks are still successful, you can limit the total amount of Special Cells that can spawn using this value.

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  • Incremental Length: Every Nth value (the Length Value) a Special Cell will be placed.

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  • Incremental Percent: The same as Incremental Length, but using Percentages instead.

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Dungeon Creator
Path Settings - Start & End

The Start & End Mode allows you to adjust a number of settings that affect the first placed Cell in a Path, as well as the last placed Cell. You can also enable Entrances in the first Cell or Exits in the last Cell.

Dungeon Creator Start & End.png

The Main Path and Sub Paths have different options for this Mode. Let's start with the Main Path.

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For both the Start section on the left and the End section on the right, there is a Floor Minimum and Maximum setting at the top. These settings will limit which Floor Range this particular Path can start and end. A value of 0 in any of these settings will be ignored.

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Towards the bottom we have the Specific X and Y settings. These settings allow you to specify a specific Grid Slot for the Path to start and end at. Combined with the above Floor Range you can choose the exact Start and End location for your Path, or keep it semi-random.

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For the End settings on the right there is also an End Outside button. This setting allows you to force the Path to end on the outside of the Dungeon. This can be useful for connecting to other elements in your Level, outside of the Dungeon.
If this is on, you can specify a direction for the Path to end below. This setting is relative to the Dungeon's rotation.

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The Cell Entrance and Cell Exit buttons at the top of each section allow you to enter the Entrance and Exit Modes.

Dungeon Creator Entrance Exits.png

The button at the top allows you to Enable or Disable the Entrance or Exit for this Path.
If enabled, an extra Opening will be placed in the Start or End Cell, in addition to any Openings created by the Path. This can allow you to connect the Start or End of your Dungeon to the outside world, allowing a seamless transition from handmade Open World to Semi-Procedural Dungeon, and back.

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The Floor Min and Max settings here control the Floor Range WITHIN the Cell, if the Cell has multiple floors. A value of 0 is ignored.

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The two settings below allow you to control where within the Cell the Entrance or Exit will be. The Direction setting allows you to specify the direction within the Cell the Opening will be, and the button above determines if this direction is relative to the Cell itself, or the Dungeon that owns the Cell.

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At the bottom, you can enter the Door Override menu(pictured on the right).
At the top of this menu, you can choose to Override the Door that will be placed for the Entrance or Exit. If set to None, the Dungeon will simply pull from the selected Openings current Door selections.
The Button below allows you to select if the Door will open from both sides or only the inside.

At the bottom you can enable the Connect Path Spline setting. If enabled and a Path Spline is in this Cell, the Path Spline will also connect to this Opening, in addition to its normal Openings.

Dungeon Creator Start & End Sub.png

As mentioned previously, the Sub Paths have a few different settings from the Main Path.

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For starters, the Sub Path Start menu allows you to determine the Direction the Sub Path will branch off in and whether that orientation is based on the Cell it branches from or the Dungeon itself. You can adjust the Direction setting and Orientation button to control this. 

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You can also determine a specific Cell Type to branch from. The Dungeon will search for the Cell Type specified here and branch this Path from the first detected Cell matching this Cell Type.

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At the bottom of the Sub Path Start menu, you can specify the Path that this Sub Path will branch off of. A value of 0 will branch from the Main Path. Anything higher will branch from the the Sub Path number that matches the setting. A value of -1 will randomly select a valid Path to branch from.

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For the Sub Path End menu, you can determine if the Path will be a Dead End or if it will Connect to a Path. If Connect to Path is On you can set the specific Path to connect to using the setting to the right, or set a value of -1 to connect to a random Path.

For either of the Sub Path Start or End Path setting, if enabled and not -1, you can determine exactly where in the specified Path this Sub Path will connect or branch from. There is a Minimum and Maximum value for this, and you can set this is a specific Index or a Percentage.

Dungeon Creator
Path Settings - Fill Settings

Once a Dungeon has finished building a single Path, you can choose to branch additional, dead-end Paths off of this original Path. These are intended to simply expand the Path and offer some more variety, as well as to avoid a straightforward trail to the end of the Path. These are called Fill Paths.

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Once a Dungeon has finished building all Paths, you can choose to fill in any remaining space in the Dungeon with additional, Cosmetic Cells.

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Each of these Fill Modes will pull from the Fill Cell options within the Build, instead of the standard Cell options.

 

Let's go over the two menus that cover these settings. 

Dungeon Creator Fill Paths.png

At the top of the Fill Paths menu you can choose whether to Expand the current Path or not. If Expanded, the rest of the settings show up.

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Near the top you can also choose the Maximum Path Length for each Fill Path that branches from the initial Path. The Dungeon will attempt to reach this number of Cells for each Fill Path.

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Below this you can control how much of the remaining Dungeon Grid Slots the Fill Paths are allowed to take. If the Path Percent Limit is at 100%, the Dungeon will attempt to use all remaining Grid Slots for Fill Paths branching from this initial Path.

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At the bottom are the Special Cell settings. These function the same as the Dungeon Main Settings, but the Cell Selection will be pulled from the Fill Special Cells in the Build, instead of the main Special Cells.

Dungeon Creator Fill Cosmetic.png

The Fill Cosmetic menu will fill any remaining Grid Slots in the Dungeon with Cosmetic Cells once all Paths have been built.

You can determine how much of each Floor will be filled (a value of 100 meaning all available Grid Slots can be used) on the left, next to each Floor number.

To the right you can choose to specify a Build to use for the Cosmetic Cells, per Floor. If set to None, the Dungeon will automatically pull the Build for Cosmetic Cells from the surrounding Cell Blocks, allowing a seamless blend of each Path.

Dungeon Creator Start & End Sub.png

As mentioned previously, the Sub Paths have a few different settings from the Main Path.

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For starters, the Sub Path Start menu allows you to determine the Direction the Sub Path will branch off in and whether that orientation is based on the Cell it branches from or the Dungeon itself. You can adjust the Direction setting and Orientation button to control this. 

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You can also determine a specific Cell Type to branch from. The Dungeon will search for the Cell Type specified here and branch this Path from the first detected Cell matching this Cell Type.

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At the bottom of the Sub Path Start menu, you can specify the Path that this Sub Path will branch off of. A value of 0 will branch from the Main Path. Anything higher will branch from the the Sub Path number that matches the setting. A value of -1 will randomly select a valid Path to branch from.

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For the Sub Path End menu, you can determine if the Path will be a Dead End or if it will Connect to a Path. If Connect to Path is On you can set the specific Path to connect to using the setting to the right, or set a value of -1 to connect to a random Path.

For either of the Sub Path Start or End Path setting, if enabled and not -1, you can determine exactly where in the specified Path this Sub Path will connect or branch from. There is a Minimum and Maximum value for this, and you can set this is a specific Index or a Percentage.

Dungeon Creator
Clean, Save, & Test

From time to time, when testing Spawners and building Cells, some assets may be left over from the Widgets. Some settings may also be changed by accident, or Openings moved, etc.

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This is where the Clean Cells button comes in. Selecting this button will open every Cell contained in each Build for this Dungeon, remove any temporary assets that were left over, and reset the Cell Block and Openings to their proper positions. If you notice something is slightly off with your Dungeon, or it continually fails to build when it once was working, or unintended Objects are spawning in with your individual Cells, you'll want to run this function.

The first time a Build is added to the Dungeon Settings, all of its Cells must be cached. This allows the Dungeon to build without spawning in each individual Cell until it's ready. This should always happen automatically, when necessary. However, you can force the Dungeon Settings to refresh its cache by double clicking on the Save button.

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Finally, at any point you can simulate a Dungeon using the current settings by clicking the Test button in the bottom right.

Dungeon Builder
Lock & Key

Lock and Key.png

By clicking on the Dungeon Extras button at the bottom of the Dungeon Builder Widget, you can access two additional Modes. Full access to these Modes requires that a Dungeon Settings blueprint be selected in the Dungeon Creator Widget.

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The two Modes in the Dungeon Extras Menu are Lock & Key and Pathfinder.

Lock & Key allows you to lock Doors within a certain path, set an unlock requirement for this Locked Door, and also spawn any required items or enemies in logical places before the Locked Door.

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Pathfinder allows you to place a Path Spline through each Path, guiding the Player through. It also allows you to create and place Door Guides, which the Player can trigger to further help guide them through the Dungeon.

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Let's start with Lock & Key.

Lock & Key
Slot Manager

The first menu in Lock & Key Mode is the Slot Manager menu. In fact, none of the other menus are available if there are no Slots added.

Lock & Key Slot Manager.png

At the top of the menu you can Add or Remove Slots using the respective button. Each slot will place one Lock and/or Boss Door in the selected Path. Multiple Slots can be used for the same Path.

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You can choose the selected Slot using the buttons on the left of each Slot, as well as Enable or Disable the Slot using the On or Off button. This can be useful for temporarily disabling a Locked/Boss Door and related Spawners for testing, while retaining the Slots settings.

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To the right of these buttons is a summary of the Location of the Locked Door within the Path.
The top row is the specific Path this Locked Diir is on. The second row is where in that Path the Locked Door can be.

The third row indicates if a Boss Door is being used for this Slot.

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To the right of the Location summary is the Requirements summary. This shows whether Item, Enemy, or Time Requirements are set for the Slot.

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The final column is a summary of the Spawners for each Slot, if any. They denote any Paths they will spawn on. M stands for Main Path and S stands for Sub Path.

 

Lock & Key
Lock Location

The Lock Location is where you can select which Path this Locked Door will be on, as well as where it will be placed. You can also determine if a Boss Door or a standard Door will be used.

Lock & Key Lock Location.png

At the top you can select the specific Path this Slot will be on.

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Below you can determine if the Lock will be placed Before or After the selected Index, Percent, or Cell.

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Below this is a button to switch between a Cell Type selection, where the Dungeon will look for a specific Cell matching this Type to place the Lock, or a Index/Percent selection, where you can select a Max or Min Cell Index or Percentage through the Path.

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Towards the bottom are the settings to select your specific Index or Percentage, with a toggle button on the left.
If the Cell Type option is selected and the Cell Type is Start or End, an additional option will appear. You can choose to find an Exit or Entrance you enabled in the Dungeon Settings to Lock. Handy for locking a Door that leads outside of the Dungeon/out of the final room.

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At the bottom you can select if this locked Door will be from the Boss or standard Door selections for the selected Opening.

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Lock & Key
Open Requirements

The Opening Requirements menu allows you to determine what the requirements will be to unlock the Locked/Boss Door, if any. The three requirement options are Items, Enemies, and Time.

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You can switch between the three Requirement options by using the buttons at the bottom. Red text indicates there are no Slots for that Requirement, while Green text denotes there is at least one Slot for that Requirement.

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Let's go over them.

Lock & Key Open Requirements.png

The Items and Enemies menu are identical. While they are labeled as Items and Enemies, they both simply accept Actor classes. The separation is more for reference and organization in your Dungeon Settings. Still, it's still a good idea to follow this setup unless you have a specific need that requires you go outside of it.

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At the very top of each Widget you can Add, Remove, and Select Requirement Slots. Multiple Requirement Slots can be added for each Lock Slot.

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Below this, you can select the Item/Enemy (Actor Class) that this Requirement Slot will require to unlock the Door.

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Below the Actor setting you can select how the selected Actor Class will be filtered: Only Self, Only Children, or Self & Children. This allows you to choose a specific Actor Class to look for, or a parent class that has many children blueprints that you want to count towards this total.

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At the bottom are the settings that control the amount that will be required, as well as if the required amount to unlock the Door will be Greater than or equal to the Amount Required or Less than or equal to the Amount Required.

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Another note, the small buttons next to the Enemies and Time buttons can be clicked to switch between And Inclusion or Or Inclusion.

In the pictured example above, if either the Enemy Requirement OR the Time Requirement is met, the Door will unlock.
If the button was switched to And, then both the Enemies and Time Requirements would need to be met in order for the Door to unlock.

Lock & Key Time.png

The Time Requirements menu is slightly different than the previous two menus.

It only has two settings, Minutes and Seconds. It also has two buttons that allow you to switch between a Greater than or equal Requirement or Less than or equal Requirement.

Lock & Key
Lock Location

The Spawners Mode allows you to attach Blueprint Spawner Settings to each Lock Slot. You can even Match an Item or Enemy Requirement Slot and the Dungeon will override some of the Spawner's settings to ensure the exact amount of Items or Enemies are spawned in logical places within the Dungeon.

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Let's dive in!

Lock & Key Spawners.png

Using the buttons at the top you can select which Path in the Dungeon you want to add a Spawner to. Only logical Paths (containing accessible Cells before the Locked Door) will be available here.

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Below this you can Add or Remove Spawner Slots using the buttons here. And below these buttons we have the Spawner Slots.

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You can select which Slot is selected using the numbered buttons on the left.

To the right of this is a Match Requirements button. If this is enabled (Spawner Slot 1, pictured above), you can select an Enemy or Item Slot below, using the button and slider, and the Dungeon will override the Spawner's Spawn Amount settings to ensure the exact amount, and only that amount, of required Objects are spawned.

The Weight setting to the right of the Selected Slot only comes into play if multiple Spawner Slots are linked to the same Requirement Slot. If so, this value controls how the Object spawns will be weighted between the two.

To the right of this you can see the Required Amount being pulled from the Selected Slot. In addition, you can spawn Extra Objects on top of the Required Objects using the setting to the far right. The Extra Objects setting is not validated, so it can spawn UP TO this amount, and is not guaranteed.

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At the top center of each Spawner Slot you can select the Spawner Settings that will be used for the Slot. If Match Requirement is Off, the Spawner Settings will run exactly as they're programmed (the Spawn Amount will remain unchanged).

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Below the Selected Spawner Settings you can choose where in the Selected Path this Spawner can run. This is percentage based, from 0% to 100%, and may be limited based on the Path and the Lock Location.

 

Pathfinder

Pathfinder.png

Pathfinder allows you to create and set Path Splines as well as Door Guides. There are four Modes: two for creating Path Splines and Door Guides, and two for assigning these new assets to the Dungeon.

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You can switch between the 4 Modes using the button bar at the bottom of this Widget.

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Let's start with Path Spline Creator.

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Pathfinder
Path Spline Creator

The Path Spline Creator Mode allows you to create Path Splines, which you can later attach to the Dungeon. Path Splines can be attached to Paths to pave a trail through each Cell, which Guides the player through the Dungeon. It can prevent PCG Spawners from placing Objects near this Path Spline, and it also creates its own PCG Spawners.

Pathfinder Path Spline Creator.png

You can create or select a Path Spline blueprint at the top, as well as Save the selected blueprint using the button on the right.

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Once a Path Spline blueprint is selected, you must then select a Cell to use for the Preview. You won't be able to access any of the other menus or the settings here until a Preview Cell is selected. This can be a Cell Block in the current Level if using Use Available Cell Mode, or you can choose a Cell to spawn in for your Preview Cell if using Load Preview Cell Mode. You can toggle between the two Modes using the button at the top left.

Pathfinder
Path Spline Creator - Points

Once a Preview Cell is selected the rest of the Points menu will open up. The rest of the menu controls the settings around how the Points for the Path Spline will be placed in each Cell. This affects the shape of the Spline.

Pathfinder Path Spline Points.png

At the top of this new section you can select the Point Type for the Spline. This controls how the lines between each Point will be shaped. Linear, for example, will give you a straight, direct Spline. Whereas Curve will give you a smooth, flowing Spline.

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There are two Points for each Path Spline, the Opening where the Spline starts and the Opening where the Spline ends, but a third can be added by enabling the Center Point. If the Center Point is Enabled, a few more settings open up below.

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The Squeeze controls how much the Center Point will be moved towards the Center of the Cell. At a value of 1, the Center Point will be exactly in the center of the Cell. At a value of 2, the Center Point will be pushed past the center of the Cell to the opposite side.

There is a Min and Max setting for this, for variation, and, as usual, if the Max is less than the Min it will be ignored.

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The Variance setting will add a random offset to the location of the Center Point. Combining this setting with the two ranges can significantly increase how dynamic the Path Spline is.

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Finally, we have the Bias settings to the right. This controls how close to the start or end of the Spline the Center Point will be. At 0, it will be close to the Opening at the start of the Spline. At a value of 1, it will be close to the Opening at the end of the Spline. At 0.5, it will be directly in the middle of the start and end of the Spline. This also has a Min and Max, following the normal Range rules.

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At the very bottom you can control the Width of the Path Spline. This controls how far apart the Sides will be from the center of the Spline, and is also the base size for the Path Spline Bounds setting on PCG Spawners.

Pathfinder
Path Spline Creator - Path

The Path Spline is fundamentally built on PCG Spawners. The Path and Sides of the Path Spline are each individual PCG Spawners, and each respective menu allows you to control the PCG Settings and Collection for each PCG Spawner. Outside of 1 key difference, the PCG Spawners available here are exactly the same as the standalone PCG Spawners. As such, I won't go over those again here.

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As mentioned, each Path Spline has three different PCG Spawners: the Path PCG, which spawns in the center of the Spline, the Outside PCG, which spawns to one side, half of the Width setting away from the Spline, and the Inside PCG, which spawns to the other side of the Path Spline the same distance away.

Pathfinder Path Spline Path.png

The only difference with Path Spline PCG Spawners is that they don't have different options for the Inputs on the Primary layer. They just have the one setting: Path Spline Spacing. This controls how far apart each Spawned Object will be.

Pathfinder
Path Spline Creator - Sides

The Sides menu is identical to the Path menu. The buttons that access the Mode, however, are a bit different.

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When the Sides Mode is selected the button changes to Asymmetrical or Symmetrical, depending on the current setting.

In Symmetrical Mode you can adjust both Sides of the Path Spline at the same time.
In Asymmetrical Mode you must select each Side individually and adjust them separately.

Pathfinder
Path Spline Dungeon - Builds

The Path Spline Dungeon Mode allows you to apply the Path Splines you created in the previous Mode to different Paths within your Dungeon. There are only two Modes, and the first one is very straightforward.

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At any point you can test the current settings using the Add Reference Dungeon button at the bottom center. This functions the same as the Test button in the Dungeon Creator.

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Let's dive in.

Pathfinder Path Spline Dungeon Builds.png

The Builds Mode allows you to set a Path Spline for each Build in your Dungeon. For many cases, this is all you'll need, as you'll likely design your Path Splines to match each set of Cells you've built and placed into a Build.

If the setting next to a Build is set to None, no Path Spline will be created for these Cells in your Dungeon.

 

Pathfinder
Path Spline Dungeon - Path Overrides

The Path Overrides Mode allows you to Override the Path Spline settings per Path. This mode allows you to get hyper specific on where the Path Spline will be overridden.  You can also choose whether the Path Spline for a Sub Path will connect to the Cell it branches from or connects to.

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For each Path in your Dungeon you can add Path Slots, which also contain Rule Slots. The Path Slots hold the Path Spline settings information and the Rule Slots hold the settings controlling where the Path Spline will be overridden in the Path. These can be used to, for example, override the Path Spline in your Start Cell with another Path Spline, or no Path Spline at all. Or maybe to change the Path Spline being used halfway through the Path.

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Let's jump in.

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Pathfinder Path Spline Dungeon Override.png

At the top you can select the Path you'll be adjusting Override Slots for.

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Below this and to the left is a button that allows you to switch between overriding the Path Spline for the Standard Path or the Fill Path for the above selected Path. By default the Path Spline assigned to the Build is used for both Standard Cells and Fill Cells.
To the right you can select the current Path Slot that's being adjusted.

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Below this are the Path Slot settings. You can choose whether or not a selected Sub Path will spread into the Cell it connects to, and choose the Path Spline settings that will be used for this, using the buttons and settings towards the top.

At the bottom of this section you can choose the Path Spline that will be used to override using the Rules below.
To the left you can choose a Slot Priority for this Path Slot. If two Path Slots have similar Rules that compete to override a Path Spline, the Path Slot with the higher number will be chosen.

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The bottom section holds the Rule Slots settings. At the top of this section you can Add, Remove, and Select the current Rule Slot using the buttons.

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For each Rule Slot, you can choose where in the selected Path this Path Slot will override the Path Spline.

The first row below the Rule Slot buttons holds the base settings for this.
The And/Or button lets you determine the Inclusion settings for this Rule Slot. 'Or' means this Rule Slot alone can make the Path Override successful. 'And' means all Rule Slots set to 'And' must pass for the Path Override to be successful.

There are two more buttons that let you determine if the Cell Index needs to be Greater/Equal or Less/Equal to the following Index/Percent setting, and another that lets you switch between a Cell Index or Percentage selection.

Below this is a Cell Type setting, if you'd like to search for a specific Cell Type to override.

At the bottom you can set a required Floor range using the Floor Min and Max settings. If set to 0, they will be ignored.

Pathfinder
Door Guides - Door Guide Creator

Door Guides are triggerable guides that will highlight the Next or Previous Door in a Cell, as well as any Doors that lead to Alternate paths, when requested by the Player.

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The Door Guide Creator allows you to create these different Assets, to then place within your Dungeon.

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You can select or create a Door Guide blueprint at the top, as well as Save the selected blueprint.

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Pathfinder Door Guides.png

Pathfinder
Door Guide Creator - Shape

The Door Guide Creator has 4 Modes: Shape, which allows you to select the Shape of the Door Guide, Textures, which allows you to select the specific Textures that will be placed on the selected Asset, Emissive, which controls the Glow for the Door Guide, and Fade, which controls how the Door Guide will Fade In and Fade Out when triggered.

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Let's start with the Assets Mode.

Pathfinder Door Guide Shape.png

At the top of the Assets Modes you can select the Mesh that will be used for the Shape of the Door Guide.

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Below this you can select a Door to preview with the Door Guide. If either of the Auto settings are enabled, they will be based off of this Preview Door.

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Below this are the Transform settings for the Door Guide.

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At the bottom is an Auto Scale button. When enabled, three new buttons will appear that allow you to disable the X, Y, and/or Z axis separately for the Auto Scale. For each Axis that has this enabled, the Door Guide's Scale will be set to match the size of the selected Door, and then multiplied by the values you have entered for the Scale.

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At the top right is another Auto setting, Auto Height. If enabled, the Door Guide will be moved vertically to start at the top of the selected Door instead of the bottom.

Pathfinder
Door Guide Creator - Textures

The Textures Mode allows you to set the Textures that will be displayed on the Door Guide. There are three layers to work with: the Main Layer, the Overlay Layer, and the Distort Layer. The Main Layer and Overlay Layers are similar, and can be blended together. The Distort layer is blended on top of the previous two layers. 

Pathfinder Door Guide Textures.png

The Main and Overlay menus have identical setting options, and share the Texture LERP setting.

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The Texture LERP setting at the top determines how the Main Layer and Overlay Layer will be blended. A value of 0 will only show the Main Texture. A value of 100 will only show the Overlay Texture. A value of 50 will evenly blend the two Textures for these layers.

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Below this on the left are the UV Settings.
The UV tiling controls the scaling of the Texture on the Shape. The Offset offsets its location on the X and Y Axis. The Rotation adjusts the rotation of the Texture. Finally, the Pan Speed will animate the Texture, moving the Texture at the speed you set below for each axis.

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On the right you can adjust the Color of the selected Texture using the Color Correction settings. The Hue Shift will change the base color of the Texture. The Contrast will increase the difference between the darkest and brightest parts of the Texture. Finally, the Desaturation setting will remove Color from the selected Texture, completely if set to 100.

Pathfinder
Door Guide Creator - Emissive

If you'd like, you can add a Glow to your Door Guide. This can help increase visibility for the Door Guide in dimly lit scenarios. The Emissive menu is how you adjust the settings that control this Glow.

Pathfinder Door Guide Emissive.png

At the top you can adjust the Blend, or Opacity, of the Emissive Glow.

Below this you can adjust the Color of the Emissive Glow.

The Intensity setting controls how bright the Glow will be.

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If the Pulse Speed is greater than 0 then the Glow will progressively get brighter and then fade back out, repeatedly.

The Pulse Intensity controls how bright this Pulse can be.

Pathfinder
Door Guide Creator - Fade

The Fade menu holds the settings that control how the Door Guide will Fade In and Fade Out when triggered.

Pathfinder Door Guide Fade.png

The three settings at the top control the Vertical Fade. With these settings, you can remove a portion of the texture (make it invisible). The Vertical Fade Width controls how wide this cut is.

The Offset controls the location of the cut.

The Vertical Fade Sharpness determines how smooth the transition is for this cut. The lower this number, the smoother the transition.

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Below the Vertical Fade settings are three Opacity Settings.
The Opacity setting controls how transparent the entire Door Guide is.
The Opacity Noise will randomly increase the Opacity in random positions on the Door Guide.
The Alpha Blend setting will blend in the fully opaque Door Guide underneath the Transparent layers. At a value of 100, the background will be completely opaque.

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The bottom section holds the Fade settings. All of these are in seconds.
The Fade In Time controls how long it takes the Door Guide to go from invisible to fully visible.
The Fade Out Time controls how long it takes the Door Guide to from fully visible to Invisible, after the Hold Time has finished.

The Hold Time is how long the Door Guide will remain fully visible after the Fading In before Fading Out.

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Pathfinder
Door Guide Dungeon

Pathfinder Door Guide Dungeon Builds.png

The Door Guide Dungeon Mode is almost identical to the Path Spline Dungeon mode, except you'll choose Door Guides instead of Path Splines. As such, I won't go into too much detail on it here. You can look at the Path Spline Dungeon section for how this Widget functions.

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For the settings on both Builds and Overrides, you have three Door Guide settings to choose from.
The Next setting, which will be displayed when a player requests the next door in the Dungeon.
The Previous setting, which will be displayed when a player requests the previous door in the Dungeon.

And the Alternate setting, which will be displayed whenever a player requests either the Next or Previous door and an alternate Path branches from this Cell.

Pathfinder Door Guides.png
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