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Dungeon Engine v1.1 Procedural Dungeon Design, Exploration & Fabrication System

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πŸ‰ Dungeon Engine v1.1

Procedural Dungeon Design, Exploration & Fabrication System

by Wickerson Studios

From graph theory to fog-of-war.
From Rhino to the tabletop.
From algorithm to play.

πŸ”₯ WHAT IS DUNGEON ENGINE v1.1?

Dungeon Engine v1.1 is a complete procedural dungeon operating system built in Grasshopper for Rhino 3D, designed to generate, explore, export, and physically fabricate dungeons using classic D&D logic and computational design rigor.

This is not a random generator.

This is a stateful, multi-step system that models:

  • space
  • risk
  • reward
  • time
  • perception
  • memory

…as geometry.


🧠 WHAT’S NEW IN v1.1

πŸ”Š Noise-Driven Fog-of-War (NEW)

Dungeon Engine v1.1 introduces ephemeral visibility bursts:

  • Traps, combat, doors, and boss activity generate noise fields
  • Noise causes temporary reveals of nearby rooms and corridors
  • These reveals do not persist in exploration memory
  • Fog closes again once noise fades

This produces classic dungeon tension:

β€œYou hear something… for a moment, shapes move beyond the corridor bend.”

No omniscience.

No spoilers.

Just pressure.


πŸ“¦ SYSTEM CONTENTS (STEP_01–12)

Dungeon Engine v1.1 includes 12 fully-wired Grasshopper C# nodes, each self-contained, compile-safe, and documented.

🧱 Spatial Generation

  1. STEP_01 β€” Forking Dungeon Graph
  2. STEP_02 β€” 3D Corridor Geometry
  3. STEP_03 β€” Rooms at Junctions (Fork-Aware)

πŸšͺ Control & Constraint

  1. STEP_04 β€” Doors & Chokepoints
  2. STEP_05 β€” Traps that Exploit Forks

πŸ‰ Ecology & Reward

  1. STEP_06 β€” Monster Territories & Patrols
  2. STEP_07 β€” Treasure, Risk & Reward Curves
  3. STEP_08 β€” Boss Lairs & Set-Piece Rooms

⏱️ Time, Perception & Play

  1. STEP_09 β€” Wandering Monsters & Noise Propagation
  2. STEP_10 β€” Map Export (2D DM / 3D Player)
  3. STEP_11 β€” Modular Tabletop Terrain (STL / CNC / Print)
  4. STEP_12 β€” Fog-of-War (Persistent + Noise Bursts)

🎲 WHY THIS IS DIFFERENT

Dungeon Engine v1.1 encodes tabletop design principles directly into geometry:

  • Forks increase danger
  • Depth increases reward
  • Noise attracts attention
  • Memory persists
  • Visibility is limited
  • Boss rooms are earned

This is Gary-era dungeon logic, translated into parametric systems.


πŸ› οΈ TECHNICAL DETAILS

  • Platform: Rhino 7+ / Grasshopper
  • Language: RhinoCommon C#
  • No plugins required
  • All scripts are single-component safe
  • No external dependencies
  • Works with sliders, toggles, and baked geometry

🧩 OUTPUT CAPABILITIES

Dungeon Engine v1.1 produces:

  • πŸ—ΊοΈ 2D DM maps (DXF / PDF / SVG)
  • 🧱 3D player maps
  • 🧩 Modular tabletop tiles
  • πŸ–¨οΈ STL-ready fabrication geometry
  • 🎭 Fog-of-war masks (digital + physical)
  • πŸ“ Annotated dungeon logic layers

🧠 WHO THIS IS FOR

  • Tabletop RPG designers & GMs
  • Computational designers & architects
  • Rhino / Grasshopper power users
  • Digital fabrication studios
  • Educators teaching systems thinking
  • Anyone interested in procedural narrative space

πŸ“ WHAT YOU RECEIVE

  • βœ” STEP_01–12 Grasshopper C# scripts
  • βœ” v1.1 Noise-Visibility integration
  • βœ” Default CFG presets (playable out-of-the-box)
  • βœ” Example Grasshopper definition
  • βœ” README + wiring diagrams
  • βœ” License for personal & educational use

🧭 ROADMAP (POST-v1.1)

Planned future expansions:

  • Dungeon Engine v1.2
  • Door-blocked sound propagation
  • Listening checks
  • False noise / echoes
  • Dungeon Engine v1.3
  • Procedural room key text (DMG-style prose)
  • Narrative tagging
  • Dungeon Engine v2.0
  • Campaign-scale dungeon stitching
  • Rival factions & multi-party simulation

🏷️ PRODUCT POSITIONING (Wickerson Studios)

Dungeon Engine v1.1
A serious procedural system for serious play.

This is not a novelty generator.

It is a design framework.


πŸ’¬ SUGGESTED PRODUCT DESCRIPTION (SHORT)

Dungeon Engine v1.1 is a full procedural dungeon system for Rhino & Grasshopper that models space, danger, reward, time, and perception as geometry. Featuring noise-driven fog-of-war, modular tabletop output, and classic D&D logic, it bridges algorithmic design and physical play.

πŸ”— BRANDING NOTE

This product fits cleanly into the Wickerson Studios ecosystem alongside:

  • Computational Architecture
  • Generative Systems
  • Algorithmic Pedagogy
  • Digital Fabrication Toolkits


You will get the following files:
  • GH (83KB)
  • GH (26KB)