[{"data":1,"prerenderedAt":440},["ShallowReactive",2],{"doc-global_essentials\u002Fdungeons\u002Fwhat_is_dungeon":3},{"id":4,"title":5,"body":6,"description":429,"extension":430,"meta":431,"navigation":435,"path":436,"seo":437,"stem":438,"__hash__":439},"docs\u002Fdocs\u002Fglobal_essentials\u002Fdungeons\u002Fwhat_is_dungeon.md","What is a Dungeon?",{"type":7,"value":8,"toc":415},"minimark",[9,13,22,45,52,57,64,89,104,109,115,165,180,184,191,199,202,226,230,240,243,285,291,308,311,315,318,322,329,335,343,347,354,361,373,380,387,391],[10,11,5],"h1",{"id":12},"what-is-a-dungeon",[14,15,16,17,21],"p",{},"In Dryad Engine, a ",[18,19,20],"strong",{},"dungeon"," is a self‑contained area of your game – a location, chapter, hub, or route – that holds:",[23,24,25,33,39],"ul",{},[26,27,28,29,32],"li",{},"A ",[18,30,31],{},"layout"," of rooms and how they connect.",[26,34,35,38],{},[18,36,37],{},"Encounters"," inside those rooms (things the player can click on or interact with).",[26,40,41,44],{},[18,42,43],{},"Events and scenes"," that tell the story and react to the player.",[14,46,47,48,51],{},"You can think of a dungeon as a ",[18,49,50],{},"playable document",": you write content once, and the engine turns it into rooms, choices, and events the player can explore.",[53,54,56],"h3",{"id":55},"dungeon-types","Dungeon Types",[14,58,59,60,63],{},"When you create a dungeon, you choose its ",[18,61,62],{},"type",":",[23,65,66,72,83],{},[26,67,68,71],{},[18,69,70],{},"Map"," – an explorable 2D map with rooms, paths, fog of war, and clickable encounters.",[26,73,74,77,78,82],{},[18,75,76],{},"Screen"," – a single background image (or “scene”) with hotspots the player can interact with. A Screen dungeon always has exactly one room with the special ID ",[79,80,81],"code",{},"main",".",[26,84,85,88],{},[18,86,87],{},"Text"," – a text‑based dungeon where navigation, encounters, and choices are all driven by narrative.",[14,90,91,92,95,96,99,100,103],{},"Under the hood, all three work the same way: the dungeon is made of ",[18,93,94],{},"rooms",", ",[18,97,98],{},"encounters",", and ",[18,101,102],{},"scripted content",", just presented differently.",[105,106,108],"h2",{"id":107},"rooms-the-spaces-inside-a-dungeon","Rooms: The Spaces Inside a Dungeon",[14,110,28,111,114],{},[18,112,113],{},"room"," is a single location inside a dungeon – a tile on a map, a node in a flowchart, or a step in a text adventure.",[23,116,117,134,141],{},[26,118,119,120,123,124,95,127,95,130,133],{},"Each room has an ",[18,121,122],{},"ID"," (like ",[79,125,126],{},"entrance",[79,128,129],{},"hallway",[79,131,132],{},"boss_room",").",[26,135,136,137,140],{},"Rooms can be ",[18,138,139],{},"connected"," to each other with doors\u002Flinks, forming your dungeon layout.",[26,142,143,144],{},"A room can have:\n",[23,145,146,153,159],{},[26,147,148,149,152],{},"Default ",[18,150,151],{},"assets"," (background decorations, props).",[26,154,155,158],{},[18,156,157],{},"Fog of war"," settings (what’s visible to the player).",[26,160,161,164],{},[18,162,163],{},"Room events"," that fire when the player enters.",[14,166,167,168,171,172,175,176,179],{},"On the editor side, rooms live in the ",[18,169,170],{},"Rooms"," tab of a dungeon, and visually on the dungeon map (see the map editor).",[173,174],"br",{},"\nAt runtime, rooms are managed by the ",[18,177,178],{},"Exploration"," state which keep track of the current room, visited rooms, and visibility.",[105,181,183],{"id":182},"encounters-things-you-interact-with","Encounters: Things You Interact With",[14,185,186,187,190],{},"An ",[18,188,189],{},"encounter"," is anything the player can interact with inside a room:",[23,192,193,196],{},[26,194,195],{},"A clickable character, door, chest, clue, or prop on a map.",[26,197,198],{},"A text‑only encounter in a text dungeon (for example, a line the player can select).",[14,200,201],{},"Key ideas:",[23,203,204,213,220],{},[26,205,206,207,209,210,133],{},"Encounters belong to ",[18,208,94],{}," (their IDs usually include the room ID, like ",[79,211,212],{},"room1.door_left",[26,214,215,216,219],{},"They can be purely visual ",[18,217,218],{},"props"," or fully interactive elements that trigger scenes and choices.",[26,221,222,223,225],{},"In the map editor, you place and shape encounters visually; in the game, the ",[18,224,178],{}," state uses them to show what the player can click.",[105,227,229],{"id":228},"events-and-scenes-making-the-dungeon-come-alive","Events and Scenes: Making the Dungeon Come Alive",[14,231,232,233,236,237,82],{},"Rooms and encounters are the ",[18,234,235],{},"where","; events and scenes are the ",[18,238,239],{},"what happens",[14,241,242],{},"Dryad Engine gives you:",[23,244,245,258,264],{},[26,246,247,249,250,253,254,257],{},[18,248,163],{}," – scripts that run ",[18,251,252],{},"before"," or ",[18,255,256],{},"after"," entering a room.",[26,259,260,263],{},[18,261,262],{},"Dungeon events"," – scripts that run when the dungeon is created or entered.",[26,265,266,269,270],{},[18,267,268],{},"Inline events and scenes"," – story blocks inside your dungeon content that:\n",[23,271,272,275,278],{},[26,273,274],{},"Show text to the player.",[26,276,277],{},"Trigger actions (change flags, move characters, add items, start battles, etc.).",[26,279,280,281,284],{},"Present ",[18,282,283],{},"choices"," and branch based on conditions.",[14,286,287,288,63],{},"Behind the scenes, the ",[18,289,290],{},"Dungeon System",[23,292,293,296,302],{},[26,294,295],{},"Reads your dungeon content.",[26,297,298,299,82],{},"Builds a sequence of ",[18,300,301],{},"scenes",[26,303,304,305,307],{},"Automatically creates ",[18,306,283],{}," and connects them to the right events and rooms.",[14,309,310],{},"You don’t have to think in terms of “functions” or “callbacks” – you write story and structure, and the engine wires it up.",[105,312,314],{"id":313},"how-you-author-a-dungeon","How You Author a Dungeon",[14,316,317],{},"You have two options, both driven by the same DryadScript markup under the hood:",[53,319,321],{"id":320},"visual-editor-recommended","Visual Editor (recommended)",[14,323,324,325,328],{},"The in-engine ",[18,326,327],{},"Visual Editor"," is the default starting point for most authors. It turns DryadScript into editable block cards – rooms, encounters, scenes, templates – with lint on save, auto-highlighting of syntactic tokens, drag-to-reorder table of contents, and autosave. No external setup.",[14,330,331,332,82],{},"Open it at ",[18,333,334],{},"Dungeons → Config → Content Editor",[14,336,337,338,342],{},"See ",[339,340,327],"a",{"href":341},"\u002Fdocs\u002Fglobal_essentials\u002Fdungeons\u002Fvisual_editor"," for the full walkthrough.",[53,344,346],{"id":345},"google-docs-for-collaboration","Google Docs (for collaboration)",[14,348,349,350,353],{},"For story-heavy games with multiple writers, or when you already have a long Docs draft, author in ",[18,351,352],{},"Google Docs"," and import via the engine's document tools. Docs gives you comments, suggestions, and revision history that the in-editor surface doesn't.",[14,355,356,357,360],{},"The engine fetches the Google Doc, converts it into plain DryadScript, and imports it into your dungeon's ",[79,358,359],{},"dungeon_content"," field – after which the normal parsing pipeline takes over.",[14,362,337,363,367,368,372],{},[339,364,366],{"href":365},"\u002Fdocs\u002Fglobal_essentials\u002Fdungeons\u002Fdungeon_template","Dungeon Template"," and ",[339,369,371],{"href":370},"\u002Fdocs\u002Fglobal_essentials\u002Fdungeons\u002Fgoogle_docs_integration","Google Docs Integration"," to get set up.",[14,374,375,376,379],{},"The two workflows are interoperable – you can start in the Visual Editor, export to Docs for a review pass (the editor has a ",[18,377,378],{},"Copy tables"," button for that), then pull the result back in.",[14,381,382,383,386],{},"If you want to see a real example, open the ",[18,384,385],{},"Tutorial"," dungeon in the editor and look at its config, rooms, encounters, and imported content side‑by‑side.",[105,388,390],{"id":389},"next-steps","Next Steps",[23,392,393,398,403,408],{},[26,394,395,397],{},[339,396,327],{"href":341}," – The recommended authoring surface.",[26,399,400,402],{},[339,401,366],{"href":365}," – Google Docs template for collaborative authoring.",[26,404,405,407],{},[339,406,371],{"href":370}," – How to import Docs content into the game.",[26,409,410,414],{},[339,411,413],{"href":412},"\u002Fdocs\u002Fglobal_essentials\u002Fdungeons\u002Fglossary","Glossary"," – The core scripting concepts behind dungeons.",{"title":416,"searchDepth":417,"depth":417,"links":418},"",2,[419,421,422,423,424,428],{"id":55,"depth":420,"text":56},3,{"id":107,"depth":417,"text":108},{"id":182,"depth":417,"text":183},{"id":228,"depth":417,"text":229},{"id":313,"depth":417,"text":314,"children":425},[426,427],{"id":320,"depth":420,"text":321},{"id":345,"depth":420,"text":346},{"id":389,"depth":417,"text":390},"In Dryad Engine, a dungeon is a self‑contained area of your game – a location, chapter, hub, or route – that holds:","md",{"plugin":432,"category":433,"page":434},"global_essentials","dungeons","what_is_dungeon",true,"\u002Fdocs\u002Fglobal_essentials\u002Fdungeons\u002Fwhat_is_dungeon",{"title":5,"description":429},"docs\u002Fglobal_essentials\u002Fdungeons\u002Fwhat_is_dungeon","UU2JkMXfbQUZ4askkgrkpYtCjUhfjsGNxK9WFfn6lZw",1779582260864]