I just bought your plugin and I have some questions. My game should use DA to generate dungeons at runtime using the grid builder approach where the dungeon level has one entrance and one or no exit.
How do I let DA place an entrance (e.g. a special wall) and an exit that are far away from each other?
How do I player the PlayerStart location and orientation at the entrance (or exit if going upwards from a lower level) of the dungeon?
Can I place special prefabricated rooms in the runtime dungeon? (like exit, entrance, jail etc.)
Maybe I miss something obvious as I’m new to Dungeon Architect?
I am working on this problem as well. One thing to try is to use a GridDungeonPlatform at the edge of the dungeon, set the cell type to “room” and then use a theme override volume with an empty theme along one of the walls of the platform. In the empty theme volume build the door into the dungeon.
The only problem I’m seeing with this is that if you’re building the dungeon at runtime and you have a height variation > 0, there’s a chance that the platform will not match the Z value of the door you built. I have contacted the author to see if there’s a workaround.
Hey fellow DA enthusiasts - does anyone want to share notes on what we’ve learned? I’ve gone through all the videos and done quite a bit of experimentation on my own. I have some learned some pretty neat tricks, but I’m also up against what seem to be some limitations. I plan to make some tutorial videos on some of the finer points I’ve learned. I’ll share those here when I finish them.
Has anyone gone advanced with building your own marker emitters? I built one to emit in the center of rooms which is working very well. However I’m very interested in going deeper as it seems the possibilities are powerful.
Specifically, when getting the bounds of rooms and corridors, does anyone understand that model very well? I’d love to chat.
If anyone’s interested, here’s a blueprint marker emitter I made for the center of the room. It is based on one of the DA author’s demo emitters with few a very minor tweaks.
Thanks for you suggestion - I have not thought about using GridDungenPlatform and ThemeOverideVolume for dungeons build at runtime … might get handy to add special rooms inside of the dungeon.
But I think there is no way to make sure that the runtime dungeon actually hits these volumes - but I’ll experiment with this to see what I can get from it.
But there must be an build in way for runtime dungeons - you have to max out the time a player searches through a dungeon level by separating entrance and exit (and some special goals/quest items) far away from each other.
… and what’s the purpose of a dungeon without an entrance …
Edit: just discovered that a GridDungeonPlatformer of type Room is always connected - great!
The latest version 2.2.0 (soon to be updated in the marketplace) has an API and samples to find the furthest rooms in the dungeon
You can use the Query API (in the examples) to orient the playerstart away from the entrance
@DrinkThisPotion’s suggestion would work but it requires some work for properly wrapping theme override volumes around it. You can do that with a dungeon event listener (will work for dynamic runtime dungeons too) where you listen for dungeon layout build event (where the layout is built but the theme is not applied) and place the volume around it. I have a sample for this in Unity. I’ll add a demo soon
@MiDri please test with the new version (2.2.0) which will be updated in the marketplace in a day or two. I sent the request yesterday. As for removing the one of the two closed mesh between modules, I got this request from others as well. I’ll add a flag to remove or retain it