Reikon Dungeon - Procedural Dungeon Crawler

Thanks a lot!

While we’re at it I’m going to share how we built our dungeon system.

We import the single tile meshes (floor, floor+wall, etc) in Unreal.


And then build the dungeon room using those meshes as tiles, while for some parts we do put the tiles one by one we also have a blueprint that automatically fills designated areas.

Once done we convert them into a mesh of itself inside Unreal itself and then turn it into a blueprint.


Our procedural script then arrange those blueprints/rooms that cointain themselves other blueprints (monster/props/entrance/exit/etc) when it creates a dungeon.

Since w’ere having some bad performance reports from youtubers, we’re adjusting the polygonal amount of the dungeons.
Building everything in voxels and converting them in meshes is quite fast and easy but comes at a cost :stuck_out_tongue:

So that’s the result after some testing:


Frankly it doesn’t look THAT different in game, and the game now could use some dynamic lightning, but we’re thinking of also giving the option to switch between the two styles.