I think also the customers need to not be wondering around randonly everywhere, i think they should spawn in when a place is available?
@mrksmt9 Thanks a lot for the report, I think I have found the issue. Will provide a fix as soon as possible!
Great suggestions all around, thanks for all the awesome feedback, I appreciate it!
I will definitely be improving the building system to be more in line with current industry standards. My initial goal was to have something “simple, but expandable” - but I do agree that it’s better to provide a more sophisticated base especially for beginners.
Thanks again, I will do my best to provide feature updates as soon as possible.
when you do an your next update can you please do a multi-floor update too, so setup the floors etc please
Greetings @KeksX ,
Dining Tycoon Template has massive potential! Amazing Work.
I acquired DTT to integrate into my Multiplayer RPG as a Sub Game in which Players can get a “Job” to earn money/loot. It is not the primary game.
I’m seeking any additional information/instruction for integration into a existing project. Thank you in advance.
PS: Please add Forum Link to Fab product page.
Thanks a lot for the feedback! I will be pushing update 1.3 in the coming days and will publish a better integration overview alongside with it that should help you integrate the essentials into any existing project!
Update 1.3 will include
- a better building system that allows direct placement of objects with a preview mode as requested
- multiple floors, and more modular restaurant management. You can have staff assigned to different service hatches, so that one waiter will only serve floor 1, another will serve floor 2 etc!
I will write here as soon as the update is available!
Cheers
Any ETA on when we will get the update please?
Also, do you have a RoadMap?
Hey there,
You can find the roadmap here: Your connected workspace for wiki, docs & projects | Notion
I hope to have the update ready by the end of the week, I am fixing some compatibility issues as well as creating some more example functionality to better showcase everything. Thanks a lot for your patience
Cheers
EDIT:
Tests are completed. I am updating the fab page this weekend. Thank you so much for your patience!
Cant wait to see the updates, i keep checking your Fab page
Hey there,
thank you for your patience! It seems like the review process on fab took a bit longer than usual. But it is finally here!
I’ve created a new showcase video which can be found here: https://www.youtube.com/watch?v=rXHNHfzj1WU
New feature: Multiple Floors
- Buildings can now be placed on multiple floors
- Staff can be assigned to different floors
- Added new buildings and improved pathfinding to allow AI to utilize multiple floors
- The implementation offers example implementation for both strict floor separation as well as more open AI - continue development to your liking!
- Also added example quality of life implementations such as hiding floors!
New feature: Flexible Storage System
- Multiple storages can be built at the same time, even on the same floor
- AI will use all storage buildings to grab ingredients for orders
New Feature: “Preview Building” mode
- A new “Preview Mode” that allows direct placement of buildings, indicating valid and invalid placement
New feature: Drag Wall Building
- Build walls by dragging with the mouse
- Also features complete rooms (enclosed walls)
- Utilizes instanced static meshes for performance optimization
New feature: Drag Floor Building
- Build floors by dragging with the mouse
- Utilizes instanced static meshes for performance optimization
For the full changelog, check out the documentation.
Since this is a massive update, I expect there to be a couple of issues that I could not catch on my own. For this, please do not hesitate to write me for a bug report and I will resolve it as soon as possible!
I am also going to update the documentation and create an integration guide into existing projects. This takes a bit longer as the template was initially not made to be integrated into other projects, but the current modular structure makes it possible.
The roadmap also includes
- Performance optimizations for lower-end machines
- Control Optimizations
- UI Overhaul
- and more!
Thank you for all your kind feedback and have fun developing!
Cheers
Alex
P.S.: I can not officially support Unreal Engine 5.6 yet, but during my testing, I found that it seems to work fine! Let me know if you encounter any issues with 5.6.
Nice Update - Can I have preset upperfloors, so prebuilt when player starts?
Hey there,
yes, you can pre-place any building and it will work. Depending on whether you want it to be saved with save games, you can also enable “PrePlaced”(which will disable dynamic savegame save/loading, so that it is not spawned by savegames).
For floors/walls, you can do this trick:
First, play and place your floors/walls like you want to.
Then press this button (F8) To get into editor mode and select a floor/wall you want to copy.
Search for the instanced static mesh and copy the instances.
Now, in your preset level, drag BP_Floor into the game and paste the list of instances into it!
This way, you have a pre-placed layout!
Remember to set the building’s position to 0, as all instanced meshes are saved in world position. Also you need to ensure the Floor IDs are set correctly (0 for ground level, 1 for the one above etc).
Also, each floor has 1 floor actor and 1 wall actor. So if you prebuild 2 floors, you need 2 floor actors with floorid 0 and 1 respectively. Each of them has a single InstancedStaticMeshComponent to save on performance. (You can easily adjust this logic in the RestaurantManager though)
This is actually a good feature to introduce within the editor to make this process easier. I will look into adding this
Cheers
Alex
Hello! nice update, after testing for a while found a couple of bugs so far: cant delete doors and also when playing in third person if you happen to take an order before a waiter npc that was supposed to take (on its way to do it) the waiter npc stays stuck in front of the customer for a while untill i manually have to delvier the order and wait for it to leave the table so the waiter npc resets. Cheers. Update, also cant move the table after placing and when constructing sometimes after you are placing walls the object placement stops working and it only spawn in the middle of the screen, unable to move it. Even thou icreated a second floor it would not let me assign the waiter to that floor, like the button did nothing. Another bug: when buying and item in the storage, for example bread, it cost 2 gold per unit but if you return it you get 8 gold back
Hey,
thank you again for you report! This is super helpful.
The issues have been identified and a new update should be available soon to address them. I’ve also started some performance optimizations.
I now officially support 5.6 as well!
Cheers
Alex