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    Originally posted by n00854180t View Post
    Also, did the node for setting up markers based on what's adjacent make it in? (From this post: https://forums.unrealengine.com/show...l=1#post461482)
    Also curious about this one. This is the feature I am interested in seeing.

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      Originally posted by Gamingtao View Post
      Also curious about this one. This is the feature I am interested in seeing.
      Not yet. I'm working on a visual tool to make this happen. Will be in the next version
      Dungeon Architect | Prefabricator

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        Version 2.0.0 Roadmap

        I'm busy working on the next version of DA. I've added a lot of usability improvements and internal refactoring. It will make DA modular and easily extensible in the future without breaking anything.

        It will have some breaking changes (in the selector / transformer & marker emitter blueprints), but will pave the way for a lot more builders (algorithms) apart from the default one. Have a look at the link above for screenshots and more
        Last edited by Ali Akbar; 02-15-2016, 04:55 PM. Reason: typo
        Dungeon Architect | Prefabricator

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          Trying to get a mesh to only appear in room corners (got that part to work) but not when next to a door. I've tried a few methods but it seems the door array of the Dungeon Model is blank and I'm having difficulty getting the location of the doors. I did see a previous comment from Ali stating, "We don't have a way of explicitly defining the positions of the doors in a room" so I'm wondering if this is actually my problem and if #1, there might be a change to this in the future and #2, does anyone have a current idea for a work-around for this...?

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            Originally posted by sinsdementia View Post
            Trying to get a mesh to only appear in room corners (got that part to work)
            I just started working with DA this week, I was also looking for a way to do this, as the corner selector in the starter kit looks to be disabled, and when enabled doesn't work. Any chance you could share your solution?

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              Ali while your plugin is great, I would like to have some mode for direct painting of tile pieces. And I see you are about to change a lot of DA code.

              I would love to have some middle way mode, where i can just pick types of tile and then paint with them.
              Something like you would do for tile based editor, that has no shape and room generation.
              Also exposing array of what i have painted (2d array of cell types i painted), to be saved instead of whole level (all meshes etc), would be nice feature for mobile games.

              Yes I am aware that there are platforms and rooms, but they always pick random things. I need something that still picks random objects from theme, but gives me total control of where are those random features placed.

              Totally procedurally generated dungeons, are not that hot for games really, a lot of things in game layout are very depending on gameplay and movement. I tried your plugin with some test of game that had gameplay, and its very hard to make any dungeon that has interesting gameplay. That would be a totally different if i could easily paint some features over, or just make some special places manually out of ready tiles (same as used for generated dungeon).

              Ps. waiting for 4.11 binary to be released.
              Last edited by Nawrot; 02-19-2016, 12:38 PM.

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                This is one awesome project!!!

                @Ali: PM'ed you with some questions.

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                  Originally posted by Ali Akbar View Post
                  For the building demo, I'd like to use a different approach instead of the one used in #259

                  I don't like the existing way of using each floor as a dungeon and stitching them together as it seems kind of a hack. Also, the default dungeon builder is for dungeons and doesn't create good floor plans you would expect to find in a modern building

                  Instead, I'll create a new type of a dungeon builder for building interiors where all the floors are managed by a single dungeon actor.

                  I plan to implement this awesome paper I read a while ago to create procedural floor plans

                  I'll work on this after other priority issues are resolved
                  That sounds awesome and would be exactly what I need. Any news on when we might expect this getting fleshed out?
                  Also, I just wanted to say that I'm super excited for City Architect and can't wait to hear/see more. I'd buy it immediately.

                  Keep it up, you're a god!

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                    Btw, I am not seeing any guidelines for artist to create tiles for Dungeon Architect. Does anyone have any suggestions?

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                      Does anyone know, does it support mobile platforms?

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                        Originally posted by UppercutAJ View Post
                        I just started working with DA this week, I was also looking for a way to do this, as the corner selector in the starter kit looks to be disabled, and when enabled doesn't work. Any chance you could share your solution?
                        I couldn't get the selector to work either. I think the corner selector isn't necessarily for what I'm intending....? Did mine as a marker emitter. If you have all the tutorial stuff, follow the instructions on making your own customer marker emitter (found here). If you have the demo packs installed for DA, there is a BPM_RoomCornerEmitter in the Infinity Blades Fire one that has all the logic. I couldn't get it to transfer and work cleanly with my test project so I just rebuilt it. In case you don't have it, here's the event and function graph for the emitter:

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                          Looks neat; do you do trials?

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                            Originally posted by JackBlackshroud View Post
                            Looks neat; do you do trials?
                            Just buy it, you won't be disappointed.

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                              What's the easiest way to get a hold of the author?

                              Are there any tutorials showing how to work with this beastly plugin?

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                                He made several tutorials and example projects, they all are on his website.

                                This plugin is really worth buying. Even if you cannot use it directly in your game there is code on github, so you may learn how to write your own plugin like this one that suits your game better.

                                So far this is best attempt at any dynamically created environment in unreal 4. So if you want it for your game forget blueprints, get C++ and source code for this plugin.

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