Hey Andree, glad you like the toolkit and sorry to hear that you’re experiencing issues. This is not a bug I’ve personally seen, so could you give me some more info? Is this a fresh Dungeon Crawler Toolkit project created from the vault for UE4.27? You haven’t migrated it or anything like that? Also, when does this crash happen? You say that a pure UE project works fine, do you mean that this is something that happens in a packaged project but not using Play in Editor? If so how are you preferences set up in the packaging settings?
I’m new to UE. My version is 4.2.7.
I get crashes at random, but just realized that it’s rather general issue than toolkit specific. I’m still getting crashed but will try to troubleshoot locally. I’ve created new project and seems to be at least bit more stable.
thanks!
Is there any best practices to work with any dungeon generators?
I want to speed up my workflow but when using dungeon generator I have hard times to “sync grid” (when I scale the dungeon manager then I don’t fit in previously generated dungeons).
As long as the dungeon generator is set up so that the it is working with the same size tiles as DCT it should be possible to get it working. Could you show me screenshots or clips of the issues you are experiencing?
Thanks, I figured it out.
The tile need to match size of floor and the number of tiles (X,Y) setup in dungeon manager need to match the generator settings.
This is great toolkit and great community!
Now please excuse me, I have some levels to design
Whoever makes a 1st person dungeon crawler out of this - make sure you can hotkey party attacks. As in, you can bind a key to each party member primary attack or a single key to “all attack”.
Legend of Grimrock didn’t support that. You had to manually click each party member attack on the UI. Really bad design (playing the UI not the game). Luckily Auto-Hotkey exists and fixed it making Legend of Grimrock vastly playable.
Something like 1,2,3,4 for primary attack with character 1,2,3,4 and a key for “All Primary Attack” and “All Secondary Attack” would be a place to start. I don’t understand how anyone could do the tougher fights in Legend of Grimrock manually clicking those on-screen buttons.
The Dungeon Crawler toolkit now has a UE5 version! Dungeons are a great fit for Lumen, I think
Don’t have a precise time for this. A lot of my time recently has been taken up updating my assets for UE5, but I have this feature on my list of planned additions.
Dungeons of the Amber Griffin, a game built on top of this toolkit currently has a free demo available in the Steam Next fest! The developers have done a fantastic job with the visuals and athmosphere of this game. Take a look:
Another new update is out! Now, it has been less than three weeks since I added the last update, but seeing that Unreal’s old input method is getting depricated in favor of Enhanced Input I felt it was needed. I made use of the opportunity to make some other changes and fix some remaining bugs. Here is the changelog:
v.1.4 (live 10.01.23): (for UE5.1)
Updated all input to Enhanced Input
Monsters now prioritize moving forward if the remaining distance to the player is equivalent to turning AND turning would not line the monster up for a ranged attack (if in range)
Added randomness to monster pathfinding to make them less predictable/exploitable
Debug option that display’s a monster’s location on the grid
Debug option for showing monster pathfinding
FIXED: When PlayerStart is placed on a higher level, the player pawn will occasionally spawn on the level below
FIXED: Carrying item through level transitions removes the held visual and throws an error
FIXED: Using shield of faith and moving to another level will make the increase permanent
FIXED: Pathfinding movement cost calculations were incorrect (which was inconsequential as they were not used before, but now they are)
New update is out. This update ended up being the biggest update in terms of new features since release! I might have been inspired by the amazing Dungeon Crawler Jam.
The jam is a biyearly event and participants are allowed to use assets during the jam. Whispers of Fate by Maddie, which made use of the Dungeon Crawler Toolkit, got first place out of nearly 200 submissions! Check it out here.
Anyways, here is the list of fixes and new features:
v.1.5 (live 25.05.23): (for UE5.2)
UI Arrow button input option for movement (for an old school feel or for touch screens).
“Max load” stat based on strength. If carrying items waying more than max load for any character the player cannot move.
Instantaneous movement option (can be toggled in menu).
Fresnel outline is displayed on items and interactables when they are in range and the player mouses over them.
Added two new monsters made by Quaternius. A dragon and a mushroom. These replace the fire and ice slimes in the demo maps.
FIXED: Curve_Float_Steps did not output correct values, resulting in several derived stats (like Ability Points) not updating properly (UE5.2 specific)
FIXED: Monsters sometimes turn back and forth a few times when blocked by another monster.
FIXED: Check to see if monster was facing player was too sensitive. Sometimes caused monsters not to attack or to path incorrectly.
FIXED: The key for the keyholes in the demo dungeon would sometimes drop to the floor instead of unlocking doors.
Improved lighting performance.
Number keys can now be used to activate mini character slots.
Adding powers to starting equipment of character classes by default (so they are already equipped at startup).
Parameter for showing and hiding the debug decal helper grid of the Dungeon Manager (and is now enabled by default).
Improved the look of the default UI somewhat.
Replaced the default fonts with Source Sans and Source Serif
Using metasound for choosing random step sounds in pawn
Translucent backgrounds for powers
Replaced BP_Item adjacency check with interact range set in the item for picking up items.
Here is a clip showing the new arrow input and instant movement options:
A new update is out for UE5.3 with several new additions.
v.1.6 (live 13.09.23):
Player light source manager that lets the player equip light emitting items, cast light spells etc. Added glowing sword and Light spell to demonstrate this.
Scrolls (single use items for Powers).
Added skill tomes that permanently increase stats when read.
Optimization: Slots enabling on level up (for powers) now event based rather than on tick and only for Power slots.
You can now specify which slot effects should run when an item is loaded
FIXED: Dart was missing the Consumable use rule and did not decrease on use.*
FIXED: Reverted LevelTransition actors to use name variables to hold the target level. Workaround for engine bug that clears soft references at runtime.