Added a convenience button in the dungeon volume properties to rebuild the dungeon. This is useful if you are not using realtime update and want to rebuild the dungeon after changing the volume properties / position, without having to switch over to the dungeon actor everytime
Thank you, yes, I know that I can use CenterMarker, but that takes care of the inside of the room. Well, I guess the door volume (and maybe wall volume in the future, or myMarkerVolume [with set of rules for connecting with neighbours]) is the way for even more control in the future. Thumbs up for 2.0 version, I can’t wait to play with it! Good luck!
We’ll probably need a better way to decorate the interiors and I’m open to suggestions (since predefined prefabs for rooms would be designed around a certain door positions)
Great! I bought this asset just a few days ago (for Unity, but its still the same), and already using in the production pipeline (see the screen, this is the outdated trailer for the game: https://.youtube.com/watch?v=8lEYPkllCW8 ). Surely I will have suggestions as I keep refining levels.
Nice to see you actively developing the product
Thought you were gone for you have not been on the Unity forums for some time and people there are getting the impression that you took their money and ran.
Please come and update and let people know what the situation with regards to DA and Unity release is
I have not used this yet, but I’ll be wanting to place furniture in hotel rooms. If we could make sure the CenterMarker is always facing the door position and offset against the facing wall that might allow some flexibility in auto populating object groups. Allowing different prefabs for different room sizes too of course.
Hi,
as promised, are my suggestions for future features:
A way to use fully prefabbed rooms (possibly exposing the markers in scene, so that user could put them into places, like these nodes we see in debug mode -> then, if a door marker from room is close to a door marker from layout {below thrshold}, merge them)
Better docs on builders (just visuals would do - like there was on forums about corners)
[Unity] Maybe try tie it with Unity Nav (it is not dynamic officially, but a workaround is to use nav mesh obstacles to cut into a plane size the level - works like a charm - tried it with another random level generator) -> better integration with other assets.
Marker nesting?
Builder algorithms layers - like in photoshop - for blending algorithms and thus making everything less pseudorandom.
Theme prefab-auto replacer - i.e. if I keep my prefab names/prefixes constant, like “wall”, “door”, and point to another folder, I would be able to rewire all links to new assets, provided they use same model.
Pre/Post global scaling switch (to either scale prefabs before level setup; and scale the entire level)
Theme editor scaling (not so important)
Tile connections auto detect (i.e. if I have a path end, middle or junction, the system would put appropriate tile from the same “family” based on the graph)
A fully functional blueprint based lift that come with the multi-story building sample. It is spawned from a theme file (and a volume). It auto detects the no. of floors it has and updates the buttons during game start