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    Hello Everybody!
    I am creating a grid dungeon setting (linear, Spanning Tree Loop = 0, which unfortunately doesn't mean there wouldn't be any loops). Some doors will require specific key to be unlocked. Since this is pretty standard is there any high level functionality that I am missing or you should I implement my custom solution with "Get Path Between Cells"? If there are 2 path between 2 cells, which one will "Get Path Between Cells" return?

    Comment


      Originally posted by jivebowie View Post
      I'm trying to set a custom collision preset on my Fence objects through the Advanced Options tab under Mesh Details in the Dungeon Theme. It doesn't appear to affect the resulting objects in the generated dungeon. Any ideas?
      I haven't tested it thoroughly but I noticed this same thing with point lights. The settings did not actually apply to the objects once they were placed in the dungeon. I ended up just putting things into blueprints and making the settings adjustments there.

      Comment


        After spawn actor i whant save ref to them and use it when spawning other actors(something like "observer"). Where i can store this ref?(i use dungeon grid template)

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          Originally posted by CyberKatana View Post
          After spawn actor i whant save ref to them and use it when spawning other actors(something like "observer"). Where i can store this ref?(i use dungeon grid template)
          In their begin play, you can have them add themselves to a variable accessible to the object that wants to access them.

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            Originally posted by DrinkThisPotion View Post
            In their begin play, you can have them add themselves to a variable accessible to the object that wants to access them.
            This works for test. But... For example: every region(some space contains some rooms and corridors) independently decide when and where spawn monsters. For this i want store list of all SpawnPoint inside of Region.

            Comment


              I just found out about this plugin after spending months trying to produce something similar.

              I can't even settle for a certain approach, because everything I try has so many problems and restrictions. When trying to solve those, my clean and simple ideas become so bloated with workarounds, it's making me sick...

              I tried something voxelized with elements inside the voxel-space or mostly at the borders between voxels. I also tried non-voxelized geometry with freely placed junction/connector-nodes that can have special "seperator"-elements.

              Depending on what approach I currently tend towards, I'm having all kinds of problems with overlaps, inflexible connectivity between modules, irregular layout leaving the "grid" etc etc.


              The stuff in your videos looks amazing. I noticed there aren't any triangular floor-elements though, which is one of the things I am desperately trying to get done... well, the problem is really making them "connect" to other modules in a not-overly-restrictive way.

              I wish there was a trial version or something, because I'd really like to know what options and parameters you have for creating levels at runtime, and how open and extendable the system is. For example, could I make an in-game "build-mode" where the player can change the level (with restrictions) at runtime using your system (EDIT: nevermind, I saw in the manual there's player building)? And could I write my own level generation procedures with or without whatever sub-algorithms you may have in place?
              Last edited by MaxPower42; 05-02-2017, 07:14 AM.

              Comment


                Hello!

                First - this thing is awesome. Great work and thank you for making this available to the rest of us.

                I'm curious how well DA supports multiplayer games? Can a seed be used to gen identical dungeons on clients? Can a manually edited dungeon be replicated to clients along with the edited parts? What other gotchas/caveats are involved when using this plugin in a multiplayer game?

                Thanks!
                Jake

                Comment


                  Originally posted by antsonthetree View Post
                  Hello!

                  First - this thing is awesome. Great work and thank you for making this available to the rest of us.

                  I'm curious how well DA supports multiplayer games? Can a seed be used to gen identical dungeons on clients? Can a manually edited dungeon be replicated to clients along with the edited parts? What other gotchas/caveats are involved when using this plugin in a multiplayer game?

                  Thanks!
                  Jake
                  Not sure about your other questions, but the first one is a definite yes, there's also an example of using it that way in multiplayer.
                  Storyteller - An immersive VR audiobook player

                  Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                  Comment


                    Originally posted by jivebowie View Post
                    Great plugin. I've been messing around with it for a couple hours now. I found a reproducible crash. I was creating a Transform Logic blueprint and I dragged the Query pin off Get Node Offset to create an Is Near Marker node. If you hit compile now with this node connected to your logic it will throw an error that you have not connected the Current Marker Transform pin. Okay so I connect this and it will compile fine. However you also need to set the Builder pin or it will crash the next time you save your Theme. This took me a couple minutes to find. Obviously it should also throw an error if the Builder pin isn't set or connected as it does with the Current Marker Transform pin not being connected. And you might want to check the other query nodes for similar conditions to avoid other potential crashes.

                    Thanks for this great plugin. It's really neat and gives me a lot of ideas. Very worth it.
                    [MENTION=315160]jivebowie[/MENTION] Thank you for the bug report and for using DA. I've fixed the issue and will be available in the next build
                    Dungeon Architect | Prefabricator

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                      Just bought this on sale and hope to use it to kick-start me using Unreal (my PC really struggles with it). Had to post as it is page 42 of thread Does mean 41 other pages to read though to catch up.

                      Comment


                        Originally posted by DrinkThisPotion View Post
                        Ali,
                        I'd like to create an emitter which occurs at the opening when a corridor is adjacent to a corridor padding or corridor, accessed by a stair. Sort of like a door marker but for corridors that end in a stairway and don't connect directly to a room.

                        I could do this with get opening between cells, but I'd need a sorted array of adjacent cells.

                        [ATTACH=CONFIG]137712[/ATTACH]

                        Basically at the bottom of the stairs is a corridor cell or padding, and at the top is a corridor cell or padding. I need to be able to detect this edge case and it would improve a lot of my themes.

                        Thanks!
                        [MENTION=504934]DrinkThisPotion[/MENTION] I'll expose the adjacent cell list in the next update
                        Dungeon Architect | Prefabricator

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                          Originally posted by Tortyfoo View Post
                          Just bought this on sale and hope to use it to kick-start me using Unreal (my PC really struggles with it). Had to post as it is page 42 of thread Does mean 41 other pages to read though to catch up.
                          [MENTION=363]Tortyfoo[/MENTION] Thank you for the purchase. Going through the documentation should be enough


                          Quick Start Guide

                          User Guide

                          Video Tutorials

                          Roadmap
                          Dungeon Architect | Prefabricator

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                            Originally posted by Wolfen View Post
                            Has anyone thought about making a thread or repo of BP's for custom rules and marker emitters?
                            [MENTION=32767]Wolfen[/MENTION], Thank you for making this.

                            Wolfen's list is here: https://www.pinterest.com/wolfen420/...ers-and-rules/
                            Dungeon Architect | Prefabricator

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                            Comment


                              Originally posted by jivebowie View Post
                              I'm trying to set a custom collision preset on my Fence objects through the Advanced Options tab under Mesh Details in the Dungeon Theme. It doesn't appear to affect the resulting objects in the generated dungeon. Any ideas?
                              [MENTION=315160]jivebowie[/MENTION] Try setting this on your art asset itself (i.e. open up your mesh in the mesh editor and set the collision preset there)
                              Dungeon Architect | Prefabricator

                              Discord Support

                              Comment


                                Originally posted by k1p1 View Post
                                Hello Everybody!
                                I am creating a grid dungeon setting (linear, Spanning Tree Loop = 0, which unfortunately doesn't mean there wouldn't be any loops). Some doors will require specific key to be unlocked. Since this is pretty standard is there any high level functionality that I am missing or you should I implement my custom solution with "Get Path Between Cells"? If there are 2 path between 2 cells, which one will "Get Path Between Cells" return?
                                [MENTION=413382]k1p1[/MENTION] dungeon flow control is not supported and is a limitation for now. I'll address it in the future builds

                                Get Path Between Cells would return the shortest traversable path (through stairs, doors) between the two cells. There is a sample that demostrates this in the quick start guide

                                Dungeon Architect | Prefabricator

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