Dungeon Architect

Another example of a procedural level with bots, powerups and spawn points scattered around the map

Fixed a lighting bug on runtime generated levels where the lights were not picking up the user defined attributes. Turns out, I had to call ReregisterAllComponents() on the light actor after updating the LightComponent attributes at runtime

https://.youtube.com/watch?v=3FRKIT-haX8

Promo Video for Dungeon Architect :slight_smile:

watch?v=mbkolwDbOQo

Very Nice promo video!

Any word on price?

Submitted to Epic for initial review

@HeadClot @DatapawWolf It will be sold for $99

Woohoooo … and definitely one of those rare ones that is well worth the $99. Good job and I can see a lot of effort went in to this one. 8-}

I cannot wait to get my hands on this :slight_smile:

Does it use delunay generation or other algorithm?

@rozenbor Yes, it uses delaunay triangulation. The layout generation algorithm is based on this explanation by the TinyKeep game’s author. I’ve added height variation and other stuff on top of it
The 2D layouts you see in the promo videos is from a C# prototype I created before starting this plugin

Creating a test game with the Modular Wooden Prop Pack

https://.youtube.com/watch?v=tGOclVH-10s

http://i.imgur.com/Cj9Ls4M.jpg

All of that created with this simple theme file
http://i.imgur.com/4ScTClt.jpg

Wow man … that is pretty impressive. I actually can’t wait anymore to get my hands on this puppy. Good job. 8-}

This is just too good, I can’t wait to get this into my projects, going to make level design much faster.

well seems like it’s gonna be for next week’s realease, right?

Don’t think so :frowning:

They said they are interested and asked for more info about the plugin but haven’t taken the code yet for review. Looks like they are still finalizing the code plugin part of the marketplace

Anyhow , they might take over a month even without the trello , my first pack was selected and finalized on June 18th , I signed the form on June 19th , and it is still not there.

Ah, thanks for the heads up

just amazing. I will buy this on the day it comes out. incredible work!

I am impressed with the ability to use pre generated rooms as seen , but was wondering to what extent,
Would i be able to make say 8 rooms not connected in a map, and then have the system generate everything in between them?

Or have a room as a blueprint (using the volume in the video) and have it be placed into the level at runtime?

This looks absolutely amazing!
Procedural and sensible map generation is something I have been working on a little bit, and unreal engine has proven how powerful a beast it really is.
So when I saw this project, my jaw dropped, because this really is some top quality work, and well worth the $99…if not more! :slight_smile:

Once again, well done, looks amazing, and I cannot wait to see what you will come up with next :slight_smile:

@DatapawWolf They’ve asked for the code and I’ve submitted it for review 2 days ago

@Otreum, @Staggerlee Thanks! :slight_smile:

@Staggerlee Thats an interesting use case and its possible in Dungeon Architect with platform volumes

watch?v=uC5S90_20B0

Is this what you were looking for?

When you drop in a platform volume, it contributes to the dungeon as a corridor. You can change that to be a room. Rooms are automatically connected to at-least one other room by the plugin so that they are all accessible either directly or indirectly (through other rooms). Also it should be possible with blueprints. I’ll post another video later

Yes! Exactly what i meant. I think this gives a nice blend between procedural and artist built. This is darn fine work indeed.

Nice plugin! And I thought I’m going to miss the Unity asset store.