Dungeon Architect

@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.

Great plugin! Maybe my new project could be the “demo” game for it? :slight_smile:

Lots of performance improvements

Instanced Mesh Support
Added support for instanced meshes. Enabling the flag in the dungeon configuration creates instanced static meshes for all the meshes in the scene

Async Rebuild
The dungeon layout was already being built in a separate thread. However, the meshes and actors need to be spawned in the game thread, which was the bottleneck. I wrap all these actions in command objects and queue them and run it over multiple frames (with configurable time it should take per frame). This helps in maintaining a good frame rate when the dungeon is built at runtime and constantly modified by the player (see next post)

Dungeon Rebuild Hotspot
When rebuilding the dungeon over multiple frames, meshes closer to the build hotspot point will spawn earlier than the ones further away. This is useful when building the dungeon at runtime and you want the meshes near the cursor to spawn first, when it is modified and rebuilt (see next post)

In-Game Level Editor

watch?v=Xor9nxeNoO4

Dungeon Architect doesn’t just empower the level designer, but also your players. The plugin comes with a sample game mode that shows how you, as a player, can design your levels at runtime, and then play in it. In this video, I switch between two pawns, the level designer pawn that lets you paint the layout of the dungeon and feed that data to the dungeon object (which does most of the heavy lifting) and an FPS pawn, which lets you play the map you just designed (in first person mode), all while the game is running.

The optimisations (see previous post) lets you design huge levels with a consistent frame-rate.

You can use this to let you players design their own levels, or maybe centre your gameplay around this concept of building

A NPC AI bot is added that follows the player to show proper dynamic navmesh generation

Unity version is also in progress ;). I’ll create a WIP thread in Unity forums soon and post a link for anyone interested

http://i.imgur.com/y40gxb9h.jpg

This needs to be released pronto. :stuck_out_tongue:

Amazing as usual. :slight_smile:

Are we there yet? (as in, how’s the review process going for the Marketplace?)

Thanks :wink:

Still being reviewed by Epic.

Signup for Early Access:
Interested in early access (binaries only) till the plugin is approved and released in the marketplace? Let me know more about your project http://goo.gl/forms/BBYgxjL8oI

Done! Looking forward to making cool levels with DA! :smiley: Cheers for all the great work.

signed up for the beta. Great update.

Signed up too. Amazing update.

Signed up too looks like a great addition to UE4.

This looks very promesing. Amazing work.

Just received access!!! Thank you very much Mr. Akbar! I cannot even express in words how excited I am right now. :slight_smile:

This is fantastic! I’ll be buying this for a project in a few months.

No updates from Epic yet :expressionless:

In the mean time, I’m working on the Unity version. If anyones interested, you can follow along

Oh. Well, they certainly could put this plugin to use. :slight_smile: