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  • replied
    Originally posted by lafilmcompany View Post
    Do you have a template for Your Zombie procedural City that you used in your zombie game? I am building a similar game and I want to use mostly city's and level streaming. I am new to level design. I just bought this plugin and I am excited to use it. I downloaded the cartoon city but the Zombie City is more of what I am looking to do. I have all of the assets that I want to use for my levels I just need to know how to make the procedural cities like yours.

    Thanks in Advance!
    [MENTION=202843]lafilmcompany[/MENTION] I'll have to remove the third party assets and replace them with free version before I can release them. For making procedural cities, there is a city sample in the quick start guide, which you can use that as a starting point. For the AI, I've used AI Toolkit asset from the marketplace and added some logic to make each NPCs pick a random patrol path around the city. The patrol points are placed on the footpath by the theme file itself. You can join the discord channel if you have more questions and I'd be glad to help till I have a demo available

    Leave a comment:


  • replied
    Originally posted by dsenter View Post
    Hi Ali,

    Thank you for creating this awesome plugin! I'd like to utilize it on a project. Does my entire team need a copy for the project or is one copy for the project usable?
    Originally posted by AngeIV View Post
    Ali quick question. How is Dungeon architect licensed? Per project/ per account?
    Can I use it in a source controll project as non-marketplace plugin?
    [MENTION=35218]dsenter[/MENTION] [MENTION=567051]AngeIV[/MENTION] Dungeon Architect uses a single seat license which requires a license per developer

    Once purchased, you can use DA for an unlimited no. of projects and all future updates will be free. It will be supported for the lifetime of UE4

    You can install your plugin on multiple computers you work on (mac, windows, laptops etc). It comes with full source code, so you can change the code and keep the changes or share it with your team (in source control), as long as they also have a license


    Can I use it in a source controll project as non-marketplace plugin?
    There are some teams who already use it this way. They bought bulk licenses and set up a local repository. You can grab the marketplace plugin and the code from this folder: C:\Program Files\Epic Games\UE_4.15\Engine\Plugins\Marketplace\DungeonArchitect

    Leave a comment:


  • replied
    Hi,

    I have a small problem and I hope you guys could help me out.

    My idea: I currently generate a dungeon at design time (but it should be possible to generate the dungeon on runtime later on). I want to place a "spawn object" using an emitter and as soon as the dungeon is generated the player sould be moved to this spawn position.

    What I did: I implemented an C++-EventListener and tried to use an TActorIterator in the OnPostDungeonBuild_Implementation to walk over all generated spawn positions. If I press "generate dungeon" the event method is called, but no actors can be found using the TActorIterator. I thought that the OnPostDungeonBuild_Implementation would be called after Actors are created. Is that assumption wrong?

    Code:
    UWorld* world = Dungeon->GetWorld();
    	
    	TArray<AActor*> playerSpawns;
    	TActorIterator<AActor> playerSpawnsIt(world);
    	for (; playerSpawnsIt; ++playerSpawnsIt)
    	{
    		UE_LOG(TADungeonEventListenerLog, Log, TEXT("Found Actor: %s"), *(*playerSpawnsIt)->GetName()); // Only the actory that are not generated by the dungeon are found
    		playerSpawns.Add(*playerSpawnsIt);
    	}

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  • replied
    Ali quick question. How is Dungeon architect licensed? Per project/ per account?
    Can I use it in a source controll project as non-marketplace plugin?

    Leave a comment:


  • replied
    I picked up DA on sale, amazed at how much functionality is here as I'm going through the video tutorials (thanks for those, those and your documentation really sold me).

    I notice the video series is over a year old: has anything significantly changed since then that someone just getting started now should be aware of?

    Leave a comment:


  • replied
    Do you have a template for Your Zombie procedural City that you used in your zombie game? I am building a similar game and I want to use mostly city's and level streaming. I am new to level design. I just bought this plugin and I am excited to use it. I downloaded the cartoon city but the Zombie City is more of what I am looking to do. I have all of the assets that I want to use for my levels I just need to know how to make the procedural cities like yours.

    Thanks in Advance!

    Leave a comment:


  • replied
    Hi Ali,

    Thank you for creating this awesome plugin! I'd like to utilize it on a project. Does my entire team need a copy for the project or is one copy for the project usable?

    Leave a comment:


  • replied
    Originally posted by motorsep View Post
    Is there any reason it wouldn't work out of the box?
    It works out of the box, but the game required a custom functionality which was not present (i.e. dynamically picking a nearby point for patrolling). This is gameplay specific and not a limitation of AIToolkit or it's integration with DA.

    Here's another example of AIToolking NPC following the player, working out of the box on a runtime generated dungeon



    So, no idea about stationary/dynamic lighting on generated levels being slow and not being culled ?
    They will be culled when I get automatic level streaming working, where far away rooms / corridors will be streamed out and will be culled

    Leave a comment:


  • replied
    Originally posted by Ali Akbar View Post
    I had to modify it a bit to make it work with my custom wander system where the pedestrians automatically wander around the procedurally generated city
    Is there any reason it wouldn't work out of the box?

    Originally posted by Ali Akbar View Post
    I'm looking into generating the dungeon across multiple map files (exploring this in Unity but will apply to UE4 as well) and then stream them in when the player gets close. I already have the data of different clusters to distribute across the various streaming levels (same way clustered theming works) and streaming volumes can be placed near the doors. I need to explore if creation of new levels is allowed at runtime in UE4 so they can be later streamed in
    That's cool!!!

    So, no idea about stationary/dynamic lighting on generated levels being slow and not being culled ?

    Leave a comment:


  • replied
    Originally posted by motorsep View Post
    Just got DA on sale! Get ready to be swamped with questions and proposals

    Here is the first batch.

    Does this AI system work with DA https://www.unrealengine.com/marketp...havior-toolkit ?

    Some folks say that UE4 performs horribly with DA because dynamic lighting is not culled. Is it a general problem with UE4 or is it something that should be implemented in DA ? (culling stationary / dynamic lights based on their occlusion)

    Thanks
    [MENTION=1680]motorsep[/MENTION] Thank you for your support.

    AI Behavior Toolkit works with DA and this game uses it. I had to modify it a bit to make it work with my custom wander system where the pedestrians automatically wander around the procedurally generated city



    I'm looking into generating the dungeon across multiple map files (exploring this in Unity but will apply to UE4 as well) and then stream them in when the player gets close. I already have the data of different clusters to distribute across the various streaming levels (same way clustered theming works) and streaming volumes can be placed near the doors. I need to explore if creation of new levels is allowed at runtime in UE4 so they can be later streamed in
    Last edited by Ali Akbar; 05-04-2017, 11:39 PM.

    Leave a comment:


  • replied
    Originally posted by David Ott View Post
    Hi, I'm very interested in purchasing this, but I have one question.

    If I use this in my project, is it possible for me to alter the underlying generation algorithm? At first glance, (and forgive me if I'm wrong, I've only looked at the store pages) the dungeons are generated on a space-partition or cell-generating model described in:

    http://donjon.bin.sh/d20/dungeon/ and http://pcgbook.com/wp-content/uploads/chapter03.pdf

    In other words, it looks like it spawn some volumes, connects them and then generates connectors.

    I would like to change the logic to be a little more graph-based implementation similar to described here:
    http://www.ludomotion.com/pdfs/Conte...DungeonRun.pdf

    Instead, I'd like to create a model, which spawns rooms and spawns connectors. Is this possible?
    [MENTION=256462]David Ott[/MENTION] Sure, you can swap out the layout algorithm with your own implementation. Right now there are about 4 different implementations (grid, snap, city, floor plan) and you choose your implementation from the drop down list in the dungeon actor. The layout algorithm is called a "Builder" in DA

    Leave a comment:


  • replied
    Just got DA on sale! Get ready to be swamped with questions and proposals

    Here is the first batch.

    Does this AI system work with DA https://www.unrealengine.com/marketp...havior-toolkit ?

    Some folks say that UE4 performs horribly with DA because dynamic lighting is not culled. Is it a general problem with UE4 or is it something that should be implemented in DA ? (culling stationary / dynamic lights based on their occlusion)

    Thanks

    Leave a comment:


  • replied
    Originally posted by Ali Akbar View Post
    DA in VR

    Is it possible for you to make a demo build that we can just run and test in VR? (binary) Please

    Leave a comment:


  • replied
    Originally posted by acatalept View Post
    Can I ask how long this will be on sale? Thinking about picking it up just to experiment and support your work, but not sure if there's room in the budget just this moment

    Regardless, this looks absolutely worth full price, amazing work!
    Only 24 hours

    Leave a comment:


  • replied
    Hi, I'm very interested in purchasing this, but I have one question.

    If I use this in my project, is it possible for me to alter the underlying generation algorithm? At first glance, (and forgive me if I'm wrong, I've only looked at the store pages) the dungeons are generated on a space-partition or cell-generating model described in:

    http://donjon.bin.sh/d20/dungeon/ and http://pcgbook.com/wp-content/uploads/chapter03.pdf

    In other words, it looks like it spawn some volumes, connects them and then generates connectors.

    I would like to change the logic to be a little more graph-based implementation similar to described here:
    http://www.ludomotion.com/pdfs/Conte...DungeonRun.pdf

    Instead, I'd like to create a model, which spawns rooms and spawns connectors. Is this possible?

    Leave a comment:

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