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    I got a new sample for you all. It requires some cleaning up, I'll post it in a day or two

    Soul Forge Theme

    A new theme using the recently released Soul City / Soul Caves assets






    Soul Forge Game Demo

    A blueprint based sample game created using free assets (infinity blade + soul caves). The video above has some third party assets which I'll replace with free version (gun, projectiles)

    It has animation blueprints and AI for the NPCs found in the Infinity Blade Adversary pack

    There's also a minimap setup. It is first generated by a simpler theme file, then the scene capture actor captures it in a large texture and the minimap dungeon is destroyed. There's a widget that takes care of panning the minimap texture as the player moves and rotating the player's icon





    Screens:









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      Originally posted by Ali Akbar View Post


      Level map based Snap Builder
      - Slow generation (in editor)

      - Unstable (in editor)



      ... once the stability and build performance issues are sorted out. (especially the level streaming and lightmap support for VR and mobile)
      Why is it unstable in the Editor and when can we expect stability fixes ?

      I am also wondering if there is any updates / improvements coming to Snap builder.

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        I am also very interested in the Level map based Snap Builder. The big disadvantage of the BP based snap builder and the prefab tool is that they do not support landscape. It would be seriously great to stitch together sections of landscape with the Snap Builder.

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          I think somebody already said it, we need the ability to limit how many times the BP spawns, that would be great for making boss rooms or limited/rare chest spawners. In any case, great stuff so far. As for the error, our main coder sent you some messages on what the resolution was.

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            Thanks for continuing to work on the snap builder. I thank a lot of people are interested in it. I would also like to see the Soul Forge Theme, it looks great. The content pack is still on 2.6 when can we get an update?

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              Wow, we're impressed by the capabilities of this plugin. There are some open questions and i'm not sure these were answered yet.
              Maybe you or someone in the community can give us some more information about several things:

              a) Is it possible to work in Z direction as well? A lot of our Level Design is based on an 360° of Freedom type and needs room building in "all" directions.
              On your example videos and pictures, we just see planar level designs with little height differences.

              b) Is this plugin compatible with PS4 and Xbox One builds + Linux and Mac?

              Greetings, Tobias
              Lead Level Design, Descendent Studios
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              Tobias Löffler
              Senior 3D Artist
              Descendent Studios

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                Originally posted by Kajisan View Post
                a) Is it possible to work in Z direction as well? A lot of our Level Design is based on an 360° of Freedom type and needs room building in "all" directions.
                On your example videos and pictures, we just see planar level designs with little height differences.
                This is what I'm using the Snap Builder for - it's not as full featured or stable as the main dungeon builder, but it allows easy arbitrary building directions - basically you make snap module actors of any size you want, add Snap components, and the builder will attach new segments to those components if they don't break collision. Would work pretty well for a 6dof Descent-like game, and I use it for a very vertical platformer. But again, you don't get most of the features of Dungeon Architect with the snap builder, so keep that in mind.

                Not sure how vertical / arbitrary you can get with the normal, full-featured dungeon builder.

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                  Hey JB, thanks for the information. At the moment we're looking at several ways how to create "partly" procedural levels plus the ability to define room-roles (like starter room, key element rooms, boss rooms, exploration areas, etc..), maybe using node and rule based BP's. I love procedural worlds (oww..including voxels (excluding blocky minecraft and lowpoly..)) and maybe Dungeon (and Landscape?!) Architect might be an pretty cool base to start with. Ali Akbar Pretty awesome stuff.
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                  Tobias Löffler
                  Senior 3D Artist
                  Descendent Studios

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                    Originally posted by JBernhelm View Post
                    ....you don't get most of the features of Dungeon Architect with the snap builder, so keep that in mind.
                    What features are missing from Snap builder ?

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                      Originally posted by motorsep View Post

                      What features are missing from Snap builder ?
                      As far as I can tell, you can't use the theme engine with the snap builder. So you can't define floor / ceilings / veneer etc and you have to do your own logic for randomized spawners within snap modules.

                      With snap builder you can define which snap modules are usable for the beginning piece, the end piece, the ends of branches, and the modules that can connect all of those, as well as how long the path from beginning to ending is and how likely it is to try to make branches.

                      So what I do is have unique modules to start and end my levels (level end is a special zone or a boss fight), and I have collectibles as branch end modules, and normal platforms and traps as the "regular" modules. Works very well, but I'd like more control to say, limit two of the same modules being placed next to each other.

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                        I have a question about Snap Builder. Are you still developing it?
                        It would be great not to use actors as moduels but just levels - this way you can still have static lighting (just make instance of the level and translate it where you want)
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                          Originally posted by Ali Akbar View Post
                          I got a new sample for you all. It requires some cleaning up, I'll post it in a day or two

                          Soul Forge Theme

                          A new theme using the recently released Soul City / Soul Caves assets


                          Sweet, looking forward to test out this theme.

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                            Is it possible to stack levels up in a dungeon to make multiple stories? How would that be done?

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                              I've submitted a new version with 4.19 engine compability. I've also uploaded this version to the website. If anyone needs website access, please let me know
                              Version 2.8.3

                              • Update: Added 4.19 Engine compatibility
                              • Fix: Custom markers emitted from the theme file are visible in the event lister's OnMarkerEmitted event


                              Complete Change Log
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                                I've rewritten spatial constraints (for the unity version) and it opens up lots of possibilities (e.g. larger tiles like 2x3, larger doors) and more control on decorating your dungeons. I'll be bringing this to the UE4 in the next update (2.9)



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