Dungeon Architect

Hello

Analysis of the map Hell Forge.

watch?v=HpcfgjcLZts

Audio French

Are there any plans to eventually support level streaming of some sort? For large levels like the building, that would considerably improve the memory footprint.

@Jmeletou2014 Thanks! Thatā€™s . Iā€™ve added your tutorials and link to you channel in the Video Tutorials page in the Community Tutorials section

@HInoue Iā€™ll look into this

Cool, thank you.

At the moment I am playing around with ā€œplasteringā€ one dungeon on top of the other and using teleportsā€¦ not working as intended yet though :slight_smile:

I really need to pick this up.

Edit: Any news on City Architect BTW?

Just curious :slight_smile:

Pick it up. Itā€™s fantastic.

I have come across something that seems a bit odd. If I generate the ā€œGroundā€ with variable height and then add ā€œWallsā€, in places where higher ā€œGroundā€ meets ā€œroomsā€, the wall of that room sits on the edge of higher ā€œGroundā€. How do I change such behaviour?

fc12ac670e88b3302a1b50ba698c98ebd473e58c.jpeg

Hello

Thank you for introducing my videos on your site.

Marker Analysis Emitter , Usage requirements of empty spaces.

watch?v=3tv0dCvh_qc

Meletou

@Jmeletou2014 Nice work! I like the way you use plants with the adjacent markers. Very creative. Iā€™ve updated the Video Tutorials page

@Nixlim, The wall is pushed up to align with the highest elevated floor attached to it. Otherwise, the player can hop into the room from an elevated height (especially if height is >= 2). Thereā€™s no way of disabling it for now

@HeadClot For City Architect, I worked on redesigning the data structure with future changes in mind. Iā€™ll post more info on it soon. Thanks for your interest :slight_smile:

Paper2D Support

Hey guys, a quick update, Iā€™m working on supporting Paper2D and itā€™s almost done. I have to add a few more features and some polishing
watch?v=ubxerEc5X1c

http://imgur.com/RR0ARkJh.jpg

http://imgur.com/eYafH90h.jpg

http://imgur.com/pdGevsZh.jpg

http://imgur.com/c3LylfBh.jpg

http://imgur.com/b5al36Sh.jpg

Iā€™ve designed it such that the core DungeonArchitect module does not depend on Paper2D. If it did, then you would be forced to include Paper2D with your shipped product even if you donā€™t use it.

Instead, I have another module (within the same plugin) called DungeonArchitect2D that links to Paper2D. It also extends the core module (DungeonArchitect) by adding features (sprite nodes, sprite scene builder etc). If you donā€™t use 2D you can safely exclude Paper2D and DungeonArchitect2D out

All of the tooling works seamlessly (paint tool, platform volumes, theme override volume etc)

Paper2d ftw!

Woop!

, thank you very much for clarifying this.

The Theme editorā€™s preview window can now show any type of content generated by the scene builder without knowing the implementation details. In this example it shows sprites generated by the DungeonArchitect2D module

Also added some more viewport tools in the toolbar (for changing projection and shading)

http://i.imgur.com/OjZrQWGh.jpg

Added the Dungeon Theme entry to the Basic Assets section. Also added a tooltip

New Build available (1.2.1) with 4.10 support

Changelog
Version 1.2.1

  • Supports UE 4.10
  • Added marketplace URL in the uplugin manifest file
  • Added the dungeon theme entry to the ā€œBasic Assetsā€ section of the content browser context menu
  • Fixed the plugin styling code not finding the icons on the Editor Mode tab

Hello.

Bugā€¦

http://.passion3d.com/bug.wmv

Meletou

Hello

watch?v=oMBCKev2v4M

Following the video on the use of blueprint

Meletou

Ok, now itā€™s the time I switch to absolute fan mode :

This is simply amazing. Dungeon Architect is really cutting down my dev cost, in my current prototype phase ! I didnā€™t expect to find such a useful tool to test gameplay mechanics in UE4 and to showoff progress. The graph-based solution as you implemented is one of the most robust approach Iā€™ve seen for years in this field. The integration in UE4 is brillant, and this plugins fits perfectly in the UE4 ecosystem, even pushing to buy modular asset packs. Moreover it installs flowlessly, give very clever results, is extendible, and is really supportiv whenever needed. 4.10 upgrade is released almost on the same day as the engine : Usually I wait for 2 or 3 minor releases before switching, but as Dungeon Architect upgraded, I jumped off right now.
And now, paper2D support !!! I did not often feel such a satisfaction about my spent money.

@, I feel like your are beginning to gather a community in the community around your concept.
You deserve a dev grant.

Regards,

A WIP multi-player demo that shows how the server can choose a dungeon config and replicate the config structure to all the clients, so all players build the exact same dungeon in the client side

watch?v=X6tl9xUrNQg

Has a server browser and multi-player works. Some issues needs to be resolved with PIE

@FreemanCIT, Thank you :smiley: