Dungeon Architect

[USER=“28980”][/USER] - You’ve added on the roadmap all those new builders, when the ones we have now are not finished. for example the floor plan builder is still experimental as far as I know and can still make only square/rectangular buildings like blocks. no way to create a mansion or a hut with it.
Cave building can be easily made with grid and snap builders combined with assets from marketplace.
circular city is in my opinion less important and used thank buildings in games. by far. Once again just an opinion.

@AngelV finalising the existing builders is also part of the plan, I’m starting with the snap builder. The floorplan needs a rewrite to support the flow graph, similar to this which I’ll be doing in the future 2.xx builds

Have you ever considered implementing something like this?

edit* links went weird.

Added a minimap framework with procedural layout generation. It is material based so artists can decorate it

https://.youtube.com/watch?v=OmAxdvWK-AA

Minimap

[USER=“28980”][/USER]

Would it be possible to use minimap in a 2D (or 3D) UMG widget ?

@ you can use in both 2D and 3D UMG

Added support for static and dynamic icons. Also added Fog of

https://.youtube.com/watch?v=EQ5mF-EiqbY

The following levels (and minimaps) were generated from the below graph

https://i.imgur.com/78133X6.png

https://i.imgur.com/iv6WLfQh.png

https://i.imgur.com/Bb6n2qih.jpg

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

The next update is looking pretty epic. Good stuff.

This will be an update !

I have a little problem : I added a FloorPlanDoorVolume. It added the door but didn’t remove the wall inside…

[EDIT] After some destructions / rebuild, It fixed itself by itself lol. Another problem appeared. Maybe am I getting it wrong but is the problem : The marker selected is the Door marker, no matter what name you write. On the screenshot, I added a white “slab” on top of the OutsideDoor but it used the regular version with a wall part on top.

@Psychojau Try Marker Replacement volumes

New sample game (wip) that will ship with the next build

watch?v=woKkR6P_sHY

Replaced the icons with free ones (Font )

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

The minimap icon dimensions can be specified in pixels or world units. Specifying in world units is helpful as larger dungeons will be scaled down to fit in the texture and the icons will also scale accordingly (like in the above image, they fit in the room correctly)

Any ETA on this update? I am really looking forward to this and have been holding off till it comes out. :stuck_out_tongue: Anxious is all

@riuthamus I’m working on finalizing it asap. I’ll release it in a few days :slight_smile:

Implemented teleporters in the sample game. You can use this as a base for your own games. These are great for jumping around to previously explored locations (like in dead cells)

watch?v=R5Lcx9YSYpo

The theme editor now supports any type of asset. If you can drop an asset in the level editor, you can also drop it in the theme editor and if it doesn’t understand it (e.g. prefabricator asset, paper2d, third party assets, etc) it would create an actor node and ask the editor to initialize the actor node template with the asset

This removes a big limitation we had previously for supporting third party assets in the dungeon theme. This also works in standalone builds

In the video below, DA doesn’t know anything about Paper2D or Prefabricator

watch?v=6SKeu0XsG30

The actor nodes show better thumbnails. They used to show actor class thumbs. Now it tries to extract the asset it uses and show that instead. If not, it falls back to showing the class icon

Before:

After:

Create multi-floor dungeons easily with the new dungeon flow system using graph grammars

watch?v=9Crl9tGkHXA

The Graph Grammar rules to generate this

https://i.imgur.com/945KJpW.png

https://i.imgur.com/ob9hlx6.png

https://i.imgur.com/Ibuu1fw.png

https://i.imgur.com/w8JAXPY.png

https://i.imgur.com/ni64Sv2.png

**RESULT GRAPH **used by the snap builder

https://i.imgur.com/7OsgNaQ.png

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