Dungeon Engine v1.1 Procedural Dungeon Design, Exploration & Fabrication System
π 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.
π₯ 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
β¦as geometry.
π§ WHATβS NEW IN v1.1
π 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:
βYou hear somethingβ¦ for a moment, shapes move beyond the corridor bend.β
No omniscience.
No spoilers.
Just pressure.
π¦ SYSTEM CONTENTS (STEP_01β12)
Dungeon Engine v1.1 includes 12 fully-wired Grasshopper C# nodes, each self-contained, compile-safe, and documented.
π§± Spatial Generation
- STEP_01 β Forking Dungeon Graph
- STEP_02 β 3D Corridor Geometry
- STEP_03 β Rooms at Junctions (Fork-Aware)
πͺ Control & Constraint
- STEP_04 β Doors & Chokepoints
- STEP_05 β Traps that Exploit Forks
π Ecology & Reward
- STEP_06 β Monster Territories & Patrols
- STEP_07 β Treasure, Risk & Reward Curves
- STEP_08 β Boss Lairs & Set-Piece Rooms
β±οΈ Time, Perception & Play
- STEP_09 β Wandering Monsters & Noise Propagation
- STEP_10 β Map Export (2D DM / 3D Player)
- STEP_11 β Modular Tabletop Terrain (STL / CNC / Print)
- STEP_12 β Fog-of-War (Persistent + Noise Bursts)
π² 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.
π 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
π§© OUTPUT CAPABILITIES
Dungeon Engine v1.1 produces:
- πΊοΈ 2D DM maps (DXF / PDF / SVG)
- π§± 3D player maps
- π§© Modular tabletop tiles
- π¨οΈ STL-ready fabrication geometry
- π Fog-of-war masks (digital + physical)
- π Annotated dungeon logic layers
π§ 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
π WHAT YOU RECEIVE
- β STEP_01β12 Grasshopper C# scripts
- β v1.1 Noise-Visibility integration
- β Default CFG presets (playable out-of-the-box)
- β Example Grasshopper definition
- β README + wiring diagrams
- β License for personal & educational use
π§ 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
π·οΈ 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.
π¬ 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.
π BRANDING NOTE
This product fits cleanly into the Wickerson Studios ecosystem alongside:
- Computational Architecture
- Generative Systems
- Algorithmic Pedagogy
- Digital Fabrication Toolkits