Originally posted by Ali Akbar
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[MENTION=1680]motorsep[/MENTION] - You should be able to do that by using the standard tools, e.g., set up DA theme, build dungeon, select all the actors, then under the Blueprint drop down at the top of the editor, select Create Blueprint from Selected Components.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Originally posted by motorsep View PostOh, thanks. Didn't know that. Is it specific to DA or just a general UE4 tool?
I use the Blueprint from actors/components thing a lot to move pieces of levels around.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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This looks like it could be really good for a project I am working on now. Would it be possible for me to build a bunch of rooms as separate levels then use the level generator to connect them together while having some dynamic areas acting as hallways or spaces between them?- Russell Meakim AKA The Castle
BLOG: https://steemit.com/@thecastle
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Originally posted by Castle View PostThis looks like it could be really good for a project I am working on now. Would it be possible for me to build a bunch of rooms as separate levels then use the level generator to connect them together while having some dynamic areas acting as hallways or spaces between them?Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Originally posted by Ali Akbar View Post[MENTION=189843]MaxPower42[/MENTION] It's on sale right now (50% off)
The dungeon layout algorithm can be swapped out with another implementation. The default implementation you see in the video is called the Grid Builder. there are other implementations as well which are a work in progress (floor plan, snap, city etc). You can write your own implementations.
Circular / Angular walls are not supported in the grid builder (you could use rules to add a different mesh in the corners)
The quick start guide comes with a sample game mode that shows how the dungeon layout can be modified by the player. However it is not a in-game level editor and it would require more work as part of your game development (UI, save / load etc)
Would have invested ~50€, even for the inspiration alone. A few things still concern me though:
- In videos and screenshots maps are more or less flat. I also saw a video with a multi-story building, but I'm wondering how flexible these are. For example, can the floor-layout be different across stories, and can the outer shape resemble this?
- Am I right assuming that everything is based on voxels/cells of a *standardized* size? Or can the "grid" have different sizes for different kinds of structures (like a corridor may be wider than a ventilation shaft)?
- All the footage I've seen had a consistent theme, which didn't have much variation "within", meaning all the enclosed buildings, walls floors etc. basically looked the same. Is this just coincidence?.. I guess the question comes down to: are there themes within themes within themes (which are also bound to placement-behavior/patterns) ... ?
- Do you have an interface in place that lets you extend map-gen functionality, like OnTilePlaced, OnTileRemoved .... ? Can I make tiles (partly) destructible by replacing them with alternative versions - WITHOUT ******** up the system?
- Can "un-dividible elements" stretch over multiple tiles, like a large gate that takes up 2 or 3 standard wall-segments?
Sorry for all the questions. Would appreciate any answers.
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Originally posted by n00854180t View PostAli posted an example of this earlier in the thread (making static parts connected by random dungeon in between).- Russell Meakim AKA The Castle
BLOG: https://steemit.com/@thecastle
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Just bought the plugin a few days ago and loving it so far, thanks for the great work!
One problem I have is that UGridDungeonQuery::GetPathBetweenCells() doesn't immediately work when building a dungeon at design time and starting a PIE session (OutSuccess is false). At least some of the other query commands (like GetFurthestRooms()) do work.
It can be fixed by calling BuildDungeon() again, for example in BeginPlay() and using a delay node to wait for a short time (even though MaxBuildTimePerFrameMs is 0.0, so it should be synchronous if I understand it correctly).
Can be reproduced easily by using GetPathBetweenCells() in BeginPlay() of a level blueprint with a level that contains a dungeon built at design time.
Not sure if that is a known limitation or a bug, but I couldn't find it mentioned in the docs at least.
I'm on DungeonArchitect version 2.6.0 with UE 4.15.2.
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Havent tried this yet.... but has there been any news on side scroller support with this plugin?Snap-In Systems: <<< CLICK
| Inventory (Battle Royale) |Smart Select Box | Ready Game Modes | Handy Macros | Gun Weapon System |Simple Mesh Outliner |
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Originally posted by Castle View Posthmm if that's the case then my first person shooter might genuinely be able to go with randomly generated levels. By chance do you know what page this is on? skimming through I am seeing there are like 42 pages to this thread ><Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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I think it would be nice for DA to support this: https://forums.unrealengine.com/show...l=1#post707183
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Originally posted by motorsep View PostI think it would be nice for DA to support this: https://forums.unrealengine.com/show...l=1#post707183
I just recently purchased DA, and I'm hoping these two will be able to work together
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