Dungeon Architect

I got a new sample for you all. It requires some cleaning up, I’ll post it in a day or two

Soul Forge Theme

A new theme using the recently released Soul City / Soul Caves assets

watch?v=X8GE72IF7QU

Soul Forge Game Demo

A blueprint based sample game created using free assets (infinity blade + soul caves). The video above has some third party assets which I’ll replace with free version (gun, projectiles)

It has animation blueprints and AI for the NPCs found in the Infinity Blade Adversary pack

There’s also a minimap setup. It is first generated by a simpler theme file, then the scene capture actor captures it in a large texture and the minimap dungeon is destroyed. There’s a widget that takes care of panning the minimap texture as the player moves and rotating the player’s icon

https://i.imgur.com/TP4C1dc.jpg

Screens:

https://i.imgur.com/wElmEZl.jpg

https://i.imgur.com/dclWByE.jpg

https://i.imgur.com/5LGRSq7.jpg

https://i.imgur.com/WR1KwVP.jpg

Why is it unstable in the Editor and when can we expect stability fixes ?

I am also wondering if there is any updates / improvements coming to Snap builder.

I am also very interested in the Level map based Snap Builder. The big disadvantage of the BP based snap builder and the prefab tool is that they do not support landscape. It would be seriously great to stitch together sections of landscape with the Snap Builder.

I think somebody already said it, we need the ability to limit how many times the BP spawns, that would be great for making boss rooms or limited/rare chest spawners. In any case, great stuff so far. As for the error, our main coder sent you some messages on what the resolution was.

Thanks for continuing to work on the snap builder. I thank a lot of people are interested in it. I would also like to see the Soul Forge Theme, it looks great. The content pack is still on 2.6 when can we get an update?

Wow, we’re impressed by the capabilities of this plugin. There are some open questions and i’m not sure these were answered yet.
Maybe you or someone in the community can give us some more information about several things:

a) Is it possible to work in Z direction as well? A lot of our Level Design is based on an 360° of Freedom type and needs room building in “all” directions.
On your example videos and pictures, we just see planar level designs with little height differences.

b) Is this plugin compatible with PS4 and Xbox One builds + Linux and Mac?

Greetings, Tobias
Lead Level Design, Descendent Studios

This is what I’m using the Snap Builder for - it’s not as full featured or stable as the main dungeon builder, but it allows easy arbitrary building directions - basically you make snap module actors of any size you want, add Snap components, and the builder will attach new segments to those components if they don’t break collision. Would work pretty well for a 6dof Descent-like game, and I use it for a very vertical platformer. But again, you don’t get most of the features of Dungeon Architect with the snap builder, so keep that in mind.

Not sure how vertical / arbitrary you can get with the normal, full-featured dungeon builder.

Hey JB, thanks for the information. At the moment we’re looking at several ways how to create “partly” procedural levels plus the ability to define room-roles (like starter room, key element rooms, boss rooms, exploration areas, etc…), maybe using node and rule based BP’s. I love procedural worlds (oww…including voxels (excluding blocky minecraft and lowpoly…)) and maybe Dungeon (and Landscape?!) Architect might be an pretty cool base to start with. [USER=“28980”][/USER] Pretty stuff.

What features are missing from Snap builder ?

As far as I can tell, you can’t use the theme engine with the snap builder. So you can’t define floor / ceilings / veneer etc and you have to do your own logic for randomized spawners within snap modules.

With snap builder you can define which snap modules are usable for the beginning piece, the end piece, the ends of branches, and the modules that can connect all of those, as well as how long the path from beginning to ending is and how likely it is to try to make branches.

So what I do is have unique modules to start and end my levels (level end is a special zone or a boss fight), and I have collectibles as branch end modules, and normal platforms and traps as the “regular” modules. Works very well, but I’d like more control to say, limit two of the same modules being placed next to each other.

I have a question about Snap Builder. Are you still developing it?
It would be great not to use actors as moduels but just levels - this way you can still have static lighting (just make instance of the level and translate it where you want)

Sweet, looking forward to test out this theme.

Is it possible to stack levels up in a dungeon to make multiple stories? How would that be done?

I’ve submitted a new version with 4.19 engine compability. I’ve also uploaded this version to the website. If anyone needs website access, please let me know
Version 2.8.3

  • Update: Added 4.19 Engine compatibility
  • Fix: Custom markers emitted from the theme file are visible in the event lister’s OnMarkerEmitted event

Complete Change Log

I’ve rewritten spatial constraints (for the unity version) and it opens up lots of possibilities (e.g. larger tiles like 2x3, larger doors) and more control on decorating your dungeons. I’ll be bringing this to the UE4 in the next update (2.9)

watch?v=7mvXZyW_QuA

watch?v=tx0MMNx0RVY

If you use a level as a module, you can’t use ( stream) it more than once in your persistent level. So if a module needs to be attached 6 times in the dungeon, I need to create 6 copies of the level asset file in the content browser then stream them in the persistant level at the desired location. This requirement is only in the editor mode, at runtime you can stream the same level multiple tiles (since you are not going to modify the level at runtime, ue4 allows this)

If you create a level with 100 modules, that’s 100 new level files created in the content browser, and then added to the level streaming list. Saving them further slows the workflow. The new files also increase the source control’s size.

I’ll explore alternatives in the future updates

Dear,

The MaxAllowStairHeight, when set to zero, still allows for height variations:

No really a problem, as setting the probability to zero will get flat dungeons anyway, but as your doc says a zero MaxAllowStairHeight will produce flat dungeon, it might be a small bug that you are not aware of.

Also, i did some tests with very large values like 10 and above and i didn’t notice much differences above 5 or 6.

Is that normal ? Is MaxAllowStairHeight capped to a value ? Or is it just non uniform distribution that make values as rare as they are large ?

I have exposed this parameter to players in my UI and would like to know what values i can allow/forbid. Currently i clamp between 0 and 10, but while 1, 2, 3 work as expected, 0 doesn’t flatten and 10 doesn’t produce crazy cliffed dungeons^^

Thanks a lot !
Cheers

Dear,

I just started out with Dungeon Architect. I am really massively impressed :slight_smile:

On YouTube, I found the “Dungeon Architect: City Builder [UE4]” Video.

https://.youtube.com/watch?v=FC3Bs6T-xfI

Would it be possible, to receive the shown Demo?
I did read, that You did modify the road-files, to make them work with Dungeon Architect.
What did You exactly do to them?
I had already purchased the “Industrial Area Hangar” Pack in the Past at Unreal Marketplace.

Please, do let me know.

Best regards,
Harald

Dear,

I just started out with Dungeon Architect. I am really massively impressed :slight_smile:

On YouTube, I found the “Dungeon Architect: City Builder [UE4]” Video.

Would it be possible, to receive the shown Demo?
I did read, that You did modify the road-files, to make them work with Dungeon Architect.
What did You exactly do to them?
I had already purchased the “Industrial Area Hangar” Pack in the Past at Unreal Marketplace.

Please, do let me know.

Best regards,
Harald

Cant wait to test this theme. work!