Dungeon Architect

Wow that organic cave looks great, excited about that as well!

After using the system for a number of hours there are two more things I want to report or inquire about:

  1. I created a super simple theme (starter content ‘Shape_Plane’ scaled 4x for floor and ‘Shape_Cube’ scaled for wall/fence/half-wall). In each case the mesh node has a material override set to give it a proper material. This always works fine in the preview window inside your theme editor. However, when I actually generate the dungeon (realtime via button or runtime via blueprint) the material overrides only seem to apply if ‘Instanced’ is DISABLED. When its checked, the dungeon generates fine, but nothing has materials. Im not sure if this is a bug or not.

  2. I am struggling a bit with ceiling generation. Everything works fine when I have the entire dungeon on a single level - I simply add a second node to ‘Ground’ for the ceiling (rotated 180 on Y) and turn off ‘Consume on attach’ for the floor node before it. This works great. The problem comes when I want stairs in the dungeon. When you are at the top of a flight of stairs looking towards them, the ceiling above the stairs is the height of the room the stairs are based in - not the room you are standing in. This means you can see through the level in quite an extreme way. It seems one of the following is probably the case
    -I am totally misunderstanding something
    -I should be making the stairs mesh have a built in slanted ceiling (but then how do I have the normal ceiling not spawn there?)
    -I should be setting a special rule that assigns different ground tiles when the cell has stairs in it, so that I can assign a slanted mesh over the stairs (but can this be done via blueprint?)
    -Markers for ‘ceiling’ and ‘stair ceiling’ which are separate from ‘floor’ need adding to the engine before this can be done (in which case hopefully you can add this next release!)

Any guidance you have on this is appreciated!