== Three key resources ==
There are three key steps to getting your dungeon to appear on the world map.
=== Your dungeon data file ===
Your <code>dungeon.dat </code> file should reside in <code>Script/dungeons </code> where it will automatically be picked up by the
=== define.dat ===
Anything you put in <code>define.dat</code>, you can refer to in your other script files. This is a general rule and is applicable to any of the data files. For example, if you want to create another config of a guard, then you just put a new <code>#define </code> in <code>define.dat</code>, and you can now refer to it in <code>char.dat </code> and your dungeon data file.
So it follows that you can <code>#define </code> your own dungeon name, which will be essential when we come to link the dungeon data file to the terrain data file.
Stick to upper case lettering when adding a new <code>#define</code>, and be sure to put an underscore when separating words.
Dos and don'ts: be sure items that are enumerated follow a nice numerical sequence e.g. <code>1, 2, 3, 4, 5; </code> or <code>2, 4, 8, 16, 32; </code>, rather than <code>1, 2, 5, 7, 8;</code>.
If we wish to refer to a particular dungeon in the code itself, say in <code>game.cpp</code>, then the code will need to know about it, and so a <code>#define </code> will need to appear in <code>ivandef.h </code> before compiling the game.
=== owterra.dat ===
The data file "<code>owterra.dat" </code> contains the "over-world terrains" of the IVAN world map. These are so named, because they become the little pictures that sit over the ground terrain on the world map. They denote the
== A worked example ==
== Known limitations ==
As of <code>0.50.6</code>, the number of slots is <code>32</code>.
Overflow of number of dungeons. Ways in which this can happen.
Population distribution of terrain types collected by the sampling algorithm.