Diablo-Like Dungeon Generator Multiplayer Blueprint Tutorial Difficulty: Medium
Hey everyone!
Here is my series of tutorials about building a random level generator system that behaves like Diablo 3 system:
The tutorial is in Blueprint only and supports multiplayer. I’m programming without preparation and I’m recording / explaining in the same time. Sometimes it can slow down the process but it also highlights the tips & tricks used to debug / tackle the issues. There are over 25 hours of tutorials. The main features of the level generator are based off of this level design talk by Ed Hanes.
I have been following along with your tutorial, it is going pretty good so far. Looking forward to advancing more with your tutorials, really glad you finally went widescreen.
Anyone care to share a solution to using Gizmos which can be marked as picked up/destroyed etc. As the tiles even when re-loaded from previous save are constructed from a structure the gizmos are too re-generated this makes it a bit harder than just marking a specific actor to not spawn or be destroyed once spawned. The actor is not saved rather re-generated from selecting the correct tile from a saved tile structure. It seems using the struct STile or SBroadcastedTile would be logical IE a “destroyed” bool for each gizmo but not too sure Also have to contemplate how the spawned actor will communicate to the correct tile struct optimally.
Cheers. Excellent Series…good job!!!
One of them (which is not necessarily the best one / the most optimized / the best suited for your project) would be to associate a unique ID (int or name or whatever) to each of your “Unique Objects”.
When a player picks up this object, you need to save in a SaveGame the ID of the item being picked up.
When respawning a level and more specifically a Gizmo, you check if the Gizmo ID is contained within the stored list of already picked up ID’s. If it is contained within this pack, you do not spawn it.