Incredible work, awesome!
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Dungeon Architect
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Now you can implement your own dungeon algorithms in blueprint and swap the existing one out. This means, you design you own level generation logic in your blueprint builder implementation by emitting markers, and the plugin takes care of the rest (by utilize the graph based theming engine to populate the world around it)
Also, so you are not limited to a grid based builder.
In this sample, I created a dungeon builder that emits Marker points evenly on a sphere
Here is how I swap out the existing dungeon builder implementation with my custom blueprint builder implementation
In this BP based builder, I emit markers named "LandPatch" and "WaterPatch" evenly across the sphere's surface (Sub-divided Icosahedron)
Create different themes to change the look. Here is a simple one using the Infinity Blade's Ice level assets
I'll be working on the organic cave based builder next
P.S.: Markers are low level, so you need to take care of emitting wall, door, stair markers yourself (if your builder supports it)Last edited by Ali Akbar; 10-01-2015, 11:53 AM.
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Will this be available on the Marketplace, or just your web site? -- DISREGARD, I should have read the stuff earlier... looks like you submitted it. Thanks.Last edited by teak421; 10-01-2015, 03:37 PM."A little bit of nonsense now and then is cherished by the wisest men..."
-- Willy Wonka
Smooth Zoom Camera Plugin for 4.24 here.
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That looks awesome Ali - I've been doing a bit of testing of building icospheres recently.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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@ChipNinja, existing customers can download the latest build (and previous ones) at any time from the website. I'll create a new build for this soon
Edit: I haven't been sending out emails. I'll do it with the future updatesLast edited by Ali Akbar; 10-03-2015, 12:24 AM.
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Landscape Dungeon Builder
Use this new builder to carve out the layout of you dungeon in an existing landscape actor. It reuses the same grid based algorithm but has modifications as mentioned in post #202. So, you can use the existing tooling (volumes, paint tool etc) to build your world, and have infinite procedural variations. I'm working on spawning marker points along the walls of the landscape, so you can insert rocks and other meshes from the theme graph
I'll post more technical details on how this was done in C++ soon
The builder modifies the heightmap of the landscape actor based on the layout
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Originally posted by Ali Akbar View Post@ChipNinja, existing customers can download the latest build (and previous ones) at any time from the website. I'll create a new build for this soon
Edit: I haven't been sending out emails. I'll do it with the future updates
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