Dungeon Architect is an editor extension that helps streamline your level creation process.
It helps you generate procedural dungeons (both at runtime or design-time) and gives you artistic control over the layout of the dungeon using various editor tools (like layout painter)
It has a intuitive graph based theme designer to interactively design the look and feel of your dungeons.
Looks great
i think i saw something like the tiny keep algorithm for the main dungeon generation in the unreal video.
Btw can the volume customization (specifically the different themes one) be used during the generation too, or only afterwards manually? It would be cool if you could just set three themes (lab,general interior, courtyard) and have the generator do the work for you according to some params.
Cheers, cant wait to see more of it!
@moure You are right I’m using an extension of TinyKeep’s awesome dungeon algorithm. The author was kind enough to explain how it is done in this post which motivated me to create the UE4 plugin. I’ve added stairs and height variations, customizable geometry generation and built various tooling around it
This video shows how you could use a platform volumes to influence the level layout in a productive and intuitive way. The geometry in the volume blends in seamlessly with the existing geometry in the scene. The volume can be resized to change the size of the room
Looks good! I currently use DunGen. Very curious to see more about this one. Love the video of adjusting the layout visually by dragging the room and adding side routes by marking desired path. Subscribing to thread to keep up to date on news!
@BackwoodsGaming Yes, I ported it over from C++ to C#. Most of the time went in designing the graph editor UI, which had to be done from scratch. Most of the features are ported over.
Your scripts can now respond to various events from the dungeon generator. You might use this to populate your dungeons with game specific objects after the dungeon is built, or perform cleanup before it is rebuilt etc.
This example shows how waypoints are scattered throughout the level for the AI agents to patrol.
@AliAkbar That is the best way to develop a package/plug-in, putting it to use in an actual project and use it yourself to see what is missing or can be enhaunced