Dungeon Architect

@jivebowie Thank you for the bug report and for using DA. I’ve fixed the issue and will be available in the next build

Just bought this on sale and hope to use it to kick-start me using Unreal (my PC really struggles with it). Had to post as it is page 42 of thread :slight_smile: Does mean 41 other pages to read though to catch up.

@DrinkThisPotion I’ll expose the adjacent cell list in the next update

@Tortyfoo Thank you for the purchase. Going through the documentation should be enough :slight_smile:

Quick Start Guide

User Guide

Video Tutorials

Roadmap

@Wolfen, Thank you for making this.

Wolfen’s list is : https://.pinterest.com/wolfen420/ue4-dungeon-architect-markers-and-rules/

@jivebowie Try setting this on your art asset itself (i.e. open up your mesh in the mesh editor and set the collision preset there)

@k1p1 dungeon flow control is not supported and is a limitation for now. I’ll address it in the future builds

Get Path Between Cells would return the shortest traversable path (through stairs, doors) between the two cells. There is a sample that demostrates this in the quick start guide

You could add empty blueprint actors as placeholders to represent your spawn points (instead of actually spawning the NPCs)

Then your blueprint can have the logic of spawning, instead of the theme file. You’d go through each spawn point position (by querying the blueprint actor you spawned from the theme file) and decide where to spawn and properly initialize them. I use this method for the shooter demo where a bunch of player start actors are scattered around the map and NPCs are spawned at runtime by picking a random PlayerStart actor that is not very near another character.

I’ll be adding a blackboard to the dungeon actor which you can use to save / load global data from different places (like your observer actor). It can be used to limit the no. of items spawned per level etc.

@MaxPower42 It’s on sale right now (50% off) :wink:

The dungeon layout algorithm can be swapped out with another implementation. The default implementation you see in the video is called the Grid Builder. there are other implementations as well which are a work in progress (floor plan, snap, city etc). You can write your own implementations.

Circular / Angular walls are not supported in the grid builder (you could use rules to add a different mesh in the corners)

The quick start guide comes with a sample game mode that shows how the dungeon layout can be modified by the player. However it is not a in-game level editor and it would require more work as part of your game development (UI, save / load etc)

@DrinkThisPotion Thanks for letting me know. I’ll fix it in the next build

@antsonthetree Thank you! As long as the dungeon configuration is the same, it will generate the same level. So you can replicate the dungeon configuration object (seed + other config params) and it would generate the same dungeon on all clients

DA in VR

watch?v=VmNnMF0Q9Cs

Would you be able to make a top-down game with the plugin but, if the assets used were optimised for 1st/3rd-person, also create cinematics with Sequencer?

The reason I ask is because our project has decided to go the “Shadow Complex” route, but the environment in that allows for 3rd-person cutscenes as well.

Can I ask how long this will be on sale? Thinking about picking it up just to experiment and support your work, but not sure if there’s room in the budget just this moment :wink:

Regardless, this looks absolutely worth full price, amazing work!

Hi, I’m very interested in purchasing this, but I have one question.

If I use this in my project, is it possible for me to alter the underlying generation algorithm? At first glance, (and forgive me if I’m wrong, I’ve only looked at the store pages) the dungeons are generated on a space-partition or cell-generating model described in:

donjon; d20 Random Dungeon Generator and http://pcgbook.com/wp-content/uploads/chapter03.pdf

In other words, it looks like it spawn some volumes, connects them and then generates connectors.

I would like to change the logic to be a little more graph-based implementation similar to described :
http://.ludomotion.com/pdfs/ContentGenerationInDungeonRun.pdf

Instead, I’d like to create a model, which spawns rooms and spawns connectors. Is this possible?

Only 24 hours

Is it possible for you to make a demo build that we can just run and test in VR? (binary) Please :o

Just got DA on sale! Get ready to be swamped with questions and proposals :smiley:

is the first batch.

Does this AI system work with DA https://.unrealengine.com/marketplace/ai-behavior-toolkit ?

Some folks say that UE4 performs horribly with DA because dynamic lighting is not culled. Is it a general problem with UE4 or is it something that should be implemented in DA ? (culling stationary / dynamic lights based on their occlusion)

Thanks

[MENTION=256462]David Ott[/MENTION] Sure, you can swap out the layout algorithm with your own implementation. Right now there are about 4 different implementations (grid, snap, city, floor plan) and you choose your implementation from the drop down list in the dungeon actor. The layout algorithm is called a “Builder” in DA

https://coderespawn.github.io/dungeon-architect-user-guide-ue4/stage/assets/images/da_design_builder.png

@ Thank you for your support.

AI Behavior Toolkit works with DA and this game uses it. I had to modify it a bit to make it work with my custom wander system where the pedestrians automatically wander around the procedurally generated city

watch?v=ybZuP8ikTsE

I’m looking into generating the dungeon across multiple map files (exploring this in Unity but will apply to UE4 as well) and then stream them in when the player gets close. I already have the data of different clusters to distribute across the various streaming levels (same way clustered theming works) and streaming volumes can be placed near the doors. I need to explore if creation of new levels is allowed at runtime in UE4 so they can be later streamed in