Just started playing with Dungeon Architect after watching most of the videos - really love the overall schema, but would love your gut-take on how to best utilize it for my game.
I’d love to use this to build a 3d platformer level - mostly platforms of varying sizes suspended in mid air.
The two key elements are:
- distance between platforms must conform to jumping distances. Can’t have unreachable platforms and impossible jumps.
- lots of height variability for a very vertical game
I’ve been playing with the grid builder thinking I could have an “empty” stair actor to space out platforms and couldn’t get height variability to work well - if my Stair Height Variability is above 2, it doesn’t seem to make the dungeon use more levels with more stairs.
So a few thoughts, but I haven’t had time to prototype them well - which approach do you think has the best of success (or do you have other suggestions?)
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Go with a grid builder but make the ceiling heights vary high (like the jump height or higher) and “fill in” intermediate platforms with emitter rules.
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Go with a snap builder and build jump-distance length gaps between level sections.
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Create a new custom builder bp that starts somewhere and places emitters around based on jump metrics. (Haven’t seen many examples of custom builders, so that one is a bit daunting but would give me the most control)
Thoughts, DA power users?