Dungeon Architect

I would agree. DA allows manual edit. Its great for setting up a layout that one can tweak. It could improve workflow speed in my opinion. Level Designers should give it a .

[USER=ā€œ75121ā€]Flaccid Laser[/USER] Iā€™ll work on improving the paint tool in the future. Currently, this is a limitation

Have a look at this theme, It has a cube attached in the middle of the rooms. This is done by a marker emitter BP which youā€™ll need to added to the list (you can find this in the properties window of the theme editor)

DA_TutorialGame/Dungeons/D_MyTheme1

You can drop in platform volumes for your static room locations. Set the RoomThresholdArea param to a large value (like 100000) so the procedural corridor cells are not converted to rooms. Click build to let DA fill in the space. Randomize and build to change the corridors

watch?v=uC5S90_20B0

Thank you @ Iā€™ve update the code

@lafilmcompany Sorry for the delay. Iā€™ll make one soon

@AngeIV Thatā€™s

@Sooth Try using the Offset parameter to rotate

Ah, thanks for pointing it out!

@Harcarik I havenā€™t made progress on this much. Iā€™ll be getting back to this soon. Yes, by level based, your modules will be saved in persistent maps and will be streamed in. It should work with multiplayer

@PhosphorArt Thank you for the feedback. Iā€™ll create a more advanced city builder eventually, but weā€™ll need spline support before that to create roads

@xDragon55683599 Thereā€™s a sample that wraps override volumes automatically when you build, but I just checked and it doesnā€™t work properly at runtime. Iā€™ll have a look

Map File: DA_Misc_Examples/Maps/WrapVolumeAroundRooms

EDIT: It works fine at runtime. Youā€™ll need to change the mobility of your volumes from Static to Movable

Thank you Harald. Sorry I donā€™t have the demo yet, Iā€™ll create one soon

Procedural Mission Designer (Dungeon Flow)

Hey everyone, Iā€™ve been working on a editor that will give you more control on the flow of your dungeon. It is driven by grammar rules where you define simple rules to create infinite no. of complex mission graphs and level layouts. The DA builders (i.e. layout algorithms) would then take this graph and build a level layout accordingly. You can define your own rules or use pre-built ones

The example below demonstrates a Key-Lock relationship created using 4 grammar rules. The white arrows show the passable connections and the green arrows show the locks that the key opens. It creates a valid key-lock path where the user can reach the goal without getting stuck

[The graph on the right is procedurally generated]

https://.youtube.com/watch?v=BxgnlBP-3Rc

https://i.imgur.com/veEdp6Qh.png

A Quest Builder Too? WOW, Just another reason why Level Designers should be using this Powerful Toolset.

Looking good! Any to have a small tutorial showing building simple Snap dungeon with different floors elevation (not just flat one) and using this mission designer for it ?

  • 1- Neighborhoods- if there was a way to define a neighborhood theme clumps (residential vs high rise vs commercial vs rural (ā€œcentral parkā€) in believable groupings)

Is there anyway you could support neighborhoods like you support different rooms in normal dungeons ? Maybe just a grid size for different themes. Like then you could have parks, bombed out areas, high rise, residential, etc as themes in the city. Right now it is just so random, hard to make it feel a city like progression or differentiation

  • BUG: Larger buildings than grid (bigger building probability) doesnā€™t always face the road correctly

Also, is there any way you can fix this bug? Any large building needs an entrance on all sides, the back might be in front while front is in alleyway, etc

Just these two things would make the current one way more usable

Hello, I am Using Unreal Engine 4.19 Binary, When Adding Dungeon Architect to my Project and packaging for shipping and Distribution, Placing a Dungeon actor in my level, the game Closes without Error only when opening the level containing the Dungeon Actor. I am Aware of a 4.18 issue where Apex Destruction was Causing Android Shipping Builds to Crash, It has been Noted that this was Fixed in 4.19. So i Upgraded to 4.19 Today, and iā€™m still Experiencing the Same Issue. My Game Opens up the Default Map when downloaded from Google play as a Shipping Build, I then Press play and open my level and the game just closes out, Without Interaction wit the Dungeon, The Dungeon is supposed to build at a later point so im at a loss . When i Remove Dungeon Architect and the Dungeon Actor, Everything Works Fine

I Have tried:
ā€œFix up all Redirectoriesā€
Deleting the Intermediate and Saved Folders
Including all my necessary Dungeon Content in a Folder than adding it to the Additional Assets to Cook in the Project Settings

to make isolated rooms just make your coridors ā€œblankā€ for the main theme. to spawn no meshes. and where you want a corridor make another theme where coridors have mesh and jsut use volume theme overwrite.

Also [USER=ā€œ28980ā€][/USER] - when will be the new spatial rules be done for grid dungeons?

Hello, I just installed the plugin, and Im following the Quick Start Guide, in Engine 4.19.2. Im in the **Level Authoring by Players (Runtime) **but when I hit play I get this message:

One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
BP_DALB_GameState

When I open the game state it says the pin Cell Location no longer exists on node ā€œAdd paint cellā€ and ā€œRemove Paint cellā€.

If I choose to play anyway the game open but does nothingā€¦ What could I do?

This looks like it could be perfect for me. But before I take advantage of this 50% off offer I have a few questions if you have the time to answer them (and to save me going through 142 pages to find out if the answers are somewhere already lol).

  1. Iā€™m working on a VR sci-fi survival horror game (think Alien Isolation meets Dreadhalls) and Iā€™m planning on having the player having random aliens jumping out at them from air vents, light fittings, engineering panels and corpses. Will I be able to do this using Dungeon Architect so that the parasites are in different places every time you play (as opposed to having one corridor type that is randomly placed with the alien parasites there every time I want them to jump out at the player.

  2. Whilst the players are exploring the ship can DA randomly place music prompts to unnerve the player whether thereā€™s a parasite nearby or not?

  3. Will I be better off creating rooms as a whole game asset or would I be better off creating modular pieces containing corners and floor/wall/ceiling modules? The latter will enable me to have a higher texel density when texturing.

  4. Is it possible to merge these modular corridor pieces into one after it has generated because I THINK (and I may be wrong about this) that Iā€™ll get VR performance benefits by doing so?

Many thanks in advance for any help! :slight_smile: