Dungeon Crawler Toolkit

Hi, I have been using Unreal for a few years now mostly for my motion graphics projects, but now I decided to jump and try to make a game with it, I’m not the best with coding so I’m sorry if my question sounds dumb to you.
I do plan to DCT and use it as the base for my project, and I’m pretty sure this is doable but would like to double-check with you guys.
-I’m looking for a stylized approach for my dungeon crawler and my plans are to use illustrated enemies, something similar to what they did with Slasher’s Keep, so my question is, DCT can be used simultaneously with other plug-ins such as PaperZD?
-I know this has been asked before actually many times, but how hard will be to implement the attack using the cursor over the enemies directly and not using the UI?
Thanks :grinning:

Hi Douglas, happy to hear you’re considering getting the kit! I haven’t personally used PaperZD but using the built-in 2D functionality in Unreal Engine should work well and I imagine PaperZD works similarly.

Just putting a sprite component on the monsters and hiding their skeletal mesh should get you pretty far. You’ll need to change up how the notifies work for when an attack animation hits etc. but that is something that can absolutely be done.

Attacking by clicking the enemies is mostly a matter of changing the input and can also be done with a bit of modification.

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A new update is out for UE5.5:

v.1.8 (live 19.11.24):

  • Passive powers now increase base rather than current stats.
  • Parameterized head bob height and playtime in dungeon pawn.
  • Removed default pawn camera tilt.
  • Moved screen interact events in PC to interface.
  • Removed “Test text” from slot description widget, preventing it from showing up for items without effect blueprints.
  • FIXED: If derived ability points from level was not a whole number the calculation would incorrectly round up in some scenarios, resulting in too many points rewarded.
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