FilipeTessaro - Roomcraft: Procedural Dungeons from Your Modular Kit (Multiplayer)

Roomcraft builds a whole dungeon from a seed, in the editor or while the game runs, with the kit you already have. It lays out rooms, corridors and floors joined by stairs, places your floor, wall, ceiling and doorway meshes, dresses the rooms with your props, and sets up a run: a start room, a boss room behind locked doors, a key, treasure in the dead ends. C++ throughout, open to Blueprint.

Two ways to build

  • Grid: rooms and corridors on a grid, built from the pieces in a theme. Match Grid To Kit reads your meshes' size and pivot, and Check Kit says what does not fit.

  • Your own rooms: actors or whole levels, joined door to door, turned to fit, never overlapping. Doorways nobody joined get a cap.

A run, already set up

  • Start, key, boss and treasure rooms, picked so the key can always be reached before the boss

  • Doors that open as players walk in and close behind them; locked doors until the key

  • Spawn rules: enemies, loot or traps by room role, more of them the deeper the room, no code needed

  • Every room reachable, on every floor, checked on each build

Grows as players walk

With your own rooms, the dungeon can start small and add a room behind a door when a player comes near, for roguelike floors and endless corridors. Rooms far from every player unload and come back as someone nears them. Only the order of the doorways travels, so a player who joins late gets every room grown so far.

Built for multiplayer

Only the settings travel. The server and every client build the same dungeon from the seed, checked by a hash of the layout, on listen and dedicated servers. Doors, the key and spawned actors replicate like any actor.

Navigation and minimap

  • Runtime navmesh with nothing to place in the level. Locked doors block AI until the key.

  • A minimap widget for your HUD: rooms by role, doors, locked doors in red, other players. With the explorer component, each player sees only what they walked, kept by the server.

In the editor

Every change in the Details panel rebuilds the dungeon, and Undo brings it back. Bake To Level writes the dungeon into the level in blocks for World Partition to stream.

Measured (200 rooms, 3 floors, 19,872 instances, other editors running on the same machine)

  • Layout: 6 to 7 ms

  • In a game, the frame that starts the build: 37 ms; the rest spread over about 90 frames, worst 14 ms

  • 200 of 200 rooms reached by a navmesh path from the start room

Included

  • The plugin (C++ source) for Unreal Engine 5.6, 5.7 and 5.8, Windows and Linux

  • An example map: open it and press Play, with a first person character and the minimap

  • Two ready themes: the KayKit Dungeon Remastered kit (CC0, by Kay Lousberg) and a Backrooms theme

  • An example Blueprint that spawns more enemies the deeper the room

  • Manual: https://apps.tessaroapps.com/roomcraft/docs/

Support

contato@tessaroapps.com. We answer within 2 business days.

PS: Feature requests are welcome. Send them to contato@tessaroapps.com: we read every one, and the ones that fit Roomcraft go into the next updates.

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