Dungeon Architect

I have followed this thread for a very long time, and I am looking forward to using DA if I can get some other parts of a game accomplished. I do I have a question about this quote though. “What is S3” ?

I would also like to thank you for all the work you have done on this project and also thank you for your fast and friendly responses to questions and how quickly you fix issues and add features.

Respectfully,

Cliff

Hey,

I’m trying to follow your Marker Emitter Blueprint graph and when I get to this bit:
0ecf7f1b003ab46cb9954d6135367de0b99d6f89.jpeg
I can’t recreate the Make Vector node. I only have the green ‘f’ which has no way to have the main progression input/output on it. I’ve tried everything I could think of, turning COntext Sensitive off etc but cannot get this node.
How did you do that?

Daz

Thanks! :slight_smile: S3 is the file storage service by Amazon that I use to deploy the release builds

I’ve changed the “Make Vector” to a pure blueprint node. That means it does not require the white exec line to be attached to it. Just drag a link out from the Location or Size pins (from break rectangle node) and you will see a Make Vector under the Dungeons category. It converts an integer vector to floating point vector

Created a comprehensive list of video tutorials

Playlist: https://.youtube.com/playlist?list=PLGMINEyXduynNwHzwcNsPPBI2W2Rmf8fk

Videos:

  1. Basics
  2. Marker Emitters
  3. Selector Logic
  4. More on Marker Emitters
  5. Transformation Logic
  6. Paint Editor Mode
  7. Platform Volumes
  8. Theme Override Volumes
  9. Negation Volumes
  10. Custom Marker Emitters

@ - Every time I get back to this thread you have added more stuff and it is really impressive. Keep up the good work and I will definitely be picking this up next month.

!
Thanks for this, I’ll be using them later and I’ll let u know how I get on!

Daz

So are you procedurally generating terrain in some of these levels? I’m confused…

In the infinity ice blade video, is the terrain just static meshes you’ve placed at runtime or are you procedurally generating the terrain?

Its all static meshes (or instanced static mesh if you select a flag)

This video demonstrates the power of marker emitters
watch?v=d4rPpKmXwkA

I created a blueprint to emit markers like an arch on top of a room (based on its size) and apply different theme files to customize the looks

http://imgur.com/GOkZSLxh.jpg
http://imgur.com/E2xEykNh.jpg
http://imgur.com/5C0mrlfh.jpg
http://imgur.com/qbb9bFah.jpg

These new videos are great! Really helped me understand how to better use the system.

This might be a bit of a stretch, but is there any that you could eventually build level streaming into the system? I’ve been making large dungeons by manually generating multiple dungeons, pushing them together, and assigning each dungeon to a separate streaming volume by hand, but it would be profoundly useful if the system was able to build optimized dungeons by hand.

@: I purchased it this morning and quickly had it installed and running in my project … must be the most flawless plugin system I have ever installed and used.

I am now working on getting my assets working correctly and I am struggling a little, in this post (Dungeon Architect - Game Development - Epic Developer Community Forums) you mentioned that you created this level with just one mesh and different materials.

Is there any you can share the mesh and dungeon theme with me. I just want to see how you modified things to get it working like that.

I love the pack and I have 3 projects that are going to benefit from it. Thanks.

The mesh he used there if I’m not mistaken is just the default Cube_Shape in the starter content scaled to be walls, floors etc.

Yeah … I gathered as much … would still like to see his theme file … interested to see the settings he used for that scaling and rotation and etc. 8-}

@qdelpeche Thanks for the purchase :slight_smile:

You can download the sample project that I used in the video tutorial, where everything is built with just a single cube mesh.
Download Link

Steps:

  1. Create a new project (e.g. top down). No need for starter content
  2. Extract the zip file into you contents folder
  3. open the map /Content/TutorialGame/<MapName>

There are two maps, one for day and night (with lights)

I’ll add this content to the quick start samples soon

http://imgur.com/q4xveFah.jpg
watch?v=7nj2pttBUTw

Night Version:
http://imgur.com/C1cCplph.jpg
watch?v=bkIaHRJP4CA

This plugin gets better and better. And thanks for all those tutorial videos.

However I would love to have some more functionality:

  • check if ground marker is a corner marker, inside of room, or next to wall, same goes for wall if it is one sided or has ground on both sides, if it next to corner, or door.

  • for walls check if next/previous wall tile is a corner or what marker name it has. Would be even better if i could get array of markers for whole wall with index (in that array) of cell i am processing. This way windows spanning 3 or more wall tiles would be possible.

  • also for ground cells, easy way to get all 8 neighboring ground cells.

  • way to get array of empty cells around, or just define marker that is “empty cell” so i can fill it up

  • transformation and selection blueprints should have easy access to dungeon random stream, or create one for them. i believe casting to player controller or game state then getting variable that keeps random stream (while done for most cells) could be quite resource hungry. So please some “dungeon random stream” variable.

@ - Thank you very much. 8-}

@, Most of the points you mentioned can be done with custom marker emitter blueprints. I’ll post samples soon. As for random stream, it’s important and I’ll add it. Especially if you are creating a multi-player game, every randomness has to come from a single stream (defined in the seed of the dungeon config) so all players generate the same dungeon

@, I’ve added random stream to the selector and transformer logic blueprint entry points.

Also created a marker emitter blueprint to get adjacent empty spaces near the created dungeon.

The emitter is configurable to go arbitrarily far. In this example, I search for points 5 cells away. It creates markers named EmptySpace for all the adjacent points. Also created EmptySpace_N for points N distance away from the nearest dungeon block

Theme File (Different coloured cube attached to each marker based on distance > red, blue, green, yellow, grey)

The marker emitter runs in linear time (i.e. it is fast and wont effect performance)

This is useful for attaching props and I’ll be using it in the infinity blade fire demo