Gameplay:
You enter as a zombie in a city full of humans. Since there has been rumours of recent zombie attacks on nearby cities, they’ve put up turret defences everywhere and you cannot take on these turrets head on.
Turn a human into a zombie, and it will turn others for you. Before you know it, you’ll have an army. Take the city back!
Features:
Beautiful procedural generated city using Dungeon Architect
Great asset, I’ve bought DA a while ago for unity at the asset store and now, after moving towards to UE, it’s good to see that it’s available as well!
I remember that your tool has had built-in brushes for building levels manually, but it was a little bit limited.
I’m working on a project with a modular level design and it’s really time-consuming for me to place blocks in the old-fashioned way by dragging/duplicating/deleting them in the scene manually.
I’m just in the beginning of my journey in this project and currently looking for a better level creating tool to use.
So tell me my friend, is it possible to construct by hand something familiar to what you see in the attachment?
Thanks!
Any of updating the “Dungeon Architect Deathmatch Demo” code to UE 4.14? The Shooter Game is now on 4.14 and the project won’t build or even generate the source files for a manual build after overwriting the files.
I’d like to generate (offline) multi-story dungeon, using pre-made areas and generated areas. It needs to have baked lighting, but some areas with breakable geometry need to have stationary lights. Is it achievable (via Blueprints only, no C++) ? Are there tutorials about this kind of approach ?
@ Any ETA for the scaling problem with spawn and the failing physics constraints on spawn using Runtime builder? Did you get my trouble asset I send on mail?
@DrinkThisPotion, it contains a lot of modified third party dependencies which I cannot share. The Industrial Hangar art asset is not modular. It didn’t have the X road junction, so I’ve made a custom one by modifying the existing T-road junction in blender. Since this becomes derived work, I cannot redistribute the mesh. I’ll check with the author. I’ve also modified the AIBehaviorToolkit a bit to make the NPCs walk all around the city by themselves without needing an explicit spline path as required by the asset.
I’ll create a stand alone demo with free assets when I get time and share it