Updated the user guide for 1.5.0
Looking good, the stair improvements are welcomed.
Youāre ! These fixes and new additions will be great!
The runtime theme changer could be a great feature for horror games
Thatās a very nice idea!
Woot, canāt wait to try this out - Iāve got my theme mostly worked out (based on the Fantasy Dungeon asset on the Marketplace), but the stair changes will make it look that much nicer.
Also, did the node for setting up markers based on whatās adjacent make it in? (From this post: Dungeon Architect - Work in Progress - Unreal Engine Forums)
Version 1.5.0
Download will fail.
It will fail in about 40MB
solved
It has changed the browser to opera.
It has failed several times to download.
Iāve downloaded.
Thank you
Any idea of when this might hit the marketplace?
Not sure. Epic is still working on getting code plugins to the marketplace
Agreed! I can confirm that with 1.5 and the sci-fi topdown tileset and the theme file that comes with the plugin, the ācombinedā stairs and stairs/avenues leading to short, sudden dead ends seem to be fixed now. Hooray!
Have you added a way for a tile to specifically spawn? What I am looking to do is to add a BP tile to a floor tile and have it be associated with quests. This way every random generation of a dungeon will always have that related quest tile located somewhere on the floor.
, you can do this with marker emitters. Once the dungeon is built, use the dungeon model to pick a room (or any corridor cell) and emit a marker with the desired name (e.g. QuestPoint). Then create a marker in your theme file (āQuestPointā) and insert your quest blueprint using an actor node
Let me know if you need it in more detail
Also curious about this one. This is the feature I am interested in seeing.
Not yet. Iām working on a visual tool to make this happen. Will be in the next version
Iām busy working on the next version of DA. Iāve added a lot of usability improvements and internal refactoring. It will make DA modular and easily extensible in the future without breaking anything.
It will have some breaking changes (in the selector / transformer & marker emitter blueprints), but will pave the way for a lot more builders (algorithms) apart from the default one. Have a look at the link above for screenshots and more
Trying to get a mesh to only appear in room corners (got that part to work) but not when next to a door. Iāve tried a few methods but it seems the door array of the Dungeon Model is blank and Iām having difficulty getting the location of the doors. I did see a previous comment from stating, āWe donāt have a way of explicitly defining the positions of the doors in a roomā so Iām wondering if this is actually my problem and if #1, there might be a change to this in the future and #2, does anyone have a current idea for a work-around for thisā¦?
I just started working with DA this week, I was also looking for a way to do this, as the corner selector in the starter kit looks to be disabled, and when enabled doesnāt work. Any you could share your solution?
while your plugin is great, I would like to have some mode for direct painting of tile pieces. And I see you are about to change a lot of DA code.
I would love to have some middle way mode, where i can just pick types of tile and then paint with them.
Something like you would do for tile based editor, that has no shape and room generation.
Also exposing array of what i have painted (2d array of cell types i painted), to be saved instead of whole level (all meshes etc), would be nice feature for mobile games.
Yes I am aware that there are platforms and rooms, but they always pick random things. I need something that still picks random objects from theme, but gives me total control of where are those random features placed.
Totally procedurally generated dungeons, are not that hot for games really, a lot of things in game layout are very depending on gameplay and movement. I tried your plugin with some test of game that had gameplay, and its very hard to make any dungeon that has interesting gameplay. That would be a totally different if i could easily paint some features over, or just make some special places manually out of ready tiles (same as used for generated dungeon).
Ps. waiting for 4.11 binary to be released.
This is one project!!!
@: PMāed you with some questions.
That sounds and would be exactly what I need. Any news on when we might expect this getting fleshed out?
Also, I just wanted to say that Iām super excited for City Architect and canāt wait to hear/see more. Iād buy it immediately.
Keep it up, youāre a god!