🙂 amazing stuff man , i'm an experienced gameplay programmer & believe me , out of all the content on youtube , your content & Sebastian ofcourse are worth watching , thanks for this , and please keep it up ♥
Take a moment to check out Core! it's free and you get a lot for that price ^^ bit.ly/Core-PolygonHive Also, don't forget to wishlist Warden's Will on Steam store.steampowered.com/app/1689640 And as usual Thank You so much for the support 💜
This is one of most amazing solo indie devlogs on YT. Author have enough skills to create complex game (for indie) and it's not a platformer there cube is collecting coins. Great job, keep going.
How did you learn to build your own state machine for the procedural creation? Where can I find information about creating dev tools like that! Very nice
Dungeon builder does seem quite intense! I've been practising with the Houdini Engine, using maps designed in Photoshop, can be pretty resource intensive at build though! Really cool to get content on procedural generation, it's the future! No idea where you get the time to make screen recordings on top of all this! Will add to Wardens Will to my wishlist, looking forward to checking it out!
Yes I do believe in Procedural Generation a lot! I think we can achieve amazing things with it 👍 Thanks for the support! And yeah it's not always easy to work on the project and make good videos but I am getting the hang of it 😉
I'm trying to create a similar sort of low poly style game, albeit in VR, UE4.27, Dungeon Architect, but for me it is mostly about the journey moreso than the product on the shelf. I just enjoy continually challenging myself in UE. However, I'm getting constantly sort of frozen in my tracks at the sheer weight of things I need to learn. Dungeon Architect alone is enough to frighten me into retiring from the journey, AIl the same, throw in VR learning although I know more about that than the previous 2 things. Should I do gameplay abilities or just wing my own methods? So many questions. Anyway, you seem to be doing quite nicely, subbed, wishlisted, enjoying your content, 3 months since any new content though. Specifically hoping for more tips on Dungeon Architect. I'm thinking I need Prefab rooms, Snap Grid Flow, level streaming, multiple dungeons, ah it never ends lol. Keep up the good work.
Thanks a lot buddy for the kind words. I have been overwhelmed with work lately this is why I haven't been able to output videos. Hopefully there will be some videos soon if I can find the time ;) Also an advice, don't use GAS if you are still learning Unreal. Gameplay Abilities is the most complex thing in Unreal in my opinion!
Really another very useful tutorial , thanks for making a great video two question 1 : why don't you use the fake dynamic lighting instead of the built in dynamic light ? 2 : Does DA give you info about the adjacent tiles so you can put one merged big wall instead of many for optimization to reduce the draw calls , or maybe put a landmark in the middle of the room ?
Hey thanks a lot mate! So, 1, I actually use fake lighting a lot but you can't rely only on it. You do need some real lights in your level. 2, Yes you can use the query system to get info about adjacent tiles and put a marker at the center of your room 😉 You can't however merge walls but you can use instanced static meshes which helps with performance a lot 👍
couple questions im curious about. is it possible to not have the dungeon connect (with corridors) different rooms? and instead have them load a different area(the area theyre connecting to)? and secondly, what about streaming? does it make streaming volumes for the different rooms? i imagine at some point it can become really heavy to have a huge level loaded
So, I think for both your questions you should check out the Snap Grid Flow builder, my first procedural generation video covers it. This builder, the Grid Flow doesn't support streaming :(
Hi!!, this is a very nice video!! It helps a lot to understand the dungeon architect behaviour. One question, how did you put the Lights in the center of the room?,I know you can use the query system to get info about adjacent tiles but what info are you checking to see if it is the center of the room/cave/corridor? I am a bit lost here T.T
I just saw your post on reddit! I love the content and I'll keep my eyes peeled for how this progresses! By chance do you need any music/sound effects for your game at this stage??
🙂 amazing stuff man , i'm an experienced gameplay programmer & believe me , out of all the content on youtube , your content & Sebastian ofcourse are worth watching , thanks for this , and please keep it up ♥
Thanks mate! Those are some nice words!
Big fan of mr Lague here as well 😉
Take a moment to check out Core! it's free and you get a lot for that price ^^ bit.ly/Core-PolygonHive
Also, don't forget to wishlist Warden's Will on Steam store.steampowered.com/app/1689640
And as usual Thank You so much for the support 💜
This is one of most amazing solo indie devlogs on YT. Author have enough skills to create complex game (for indie) and it's not a platformer there cube is collecting coins. Great job, keep going.
Thanks for the kind words and the support man! I really appreciate 🙏
wishlisted, amazing deb logs, good luck!
Thanks a lot for the support 😉
How did you learn to build your own state machine for the procedural creation? Where can I find information about creating dev tools like that! Very nice
Just got to the part about the plug-in
@@DevGods It's really a nice plugin 😉
I love the series man, keep going!
Thank you! Glad you enjoy it 😉
Dungeon builder does seem quite intense! I've been practising with the Houdini Engine, using maps designed in Photoshop, can be pretty resource intensive at build though!
Really cool to get content on procedural generation, it's the future! No idea where you get the time to make screen recordings on top of all this! Will add to Wardens Will to my wishlist, looking forward to checking it out!
Yes I do believe in Procedural Generation a lot! I think we can achieve amazing things with it 👍
Thanks for the support! And yeah it's not always easy to work on the project and make good videos but I am getting the hang of it 😉
Thanks for sharing.
Thanks for watching 😉
I'm trying to create a similar sort of low poly style game, albeit in VR, UE4.27, Dungeon Architect, but for me it is mostly about the journey moreso than the product on the shelf. I just enjoy continually challenging myself in UE. However, I'm getting constantly sort of frozen in my tracks at the sheer weight of things I need to learn. Dungeon Architect alone is enough to frighten me into retiring from the journey, AIl the same, throw in VR learning although I know more about that than the previous 2 things. Should I do gameplay abilities or just wing my own methods? So many questions. Anyway, you seem to be doing quite nicely, subbed, wishlisted, enjoying your content, 3 months since any new content though. Specifically hoping for more tips on Dungeon Architect. I'm thinking I need Prefab rooms, Snap Grid Flow, level streaming, multiple dungeons, ah it never ends lol. Keep up the good work.
Thanks a lot buddy for the kind words. I have been overwhelmed with work lately this is why I haven't been able to output videos. Hopefully there will be some videos soon if I can find the time ;)
Also an advice, don't use GAS if you are still learning Unreal. Gameplay Abilities is the most complex thing in Unreal in my opinion!
Really another very useful tutorial , thanks for making a great video
two question
1 : why don't you use the fake dynamic lighting instead of the built in dynamic light ?
2 : Does DA give you info about the adjacent tiles so you can put one merged big wall instead of many for optimization to reduce the draw calls , or maybe put a landmark in the middle of the room ?
Hey thanks a lot mate!
So, 1, I actually use fake lighting a lot but you can't rely only on it. You do need some real lights in your level.
2, Yes you can use the query system to get info about adjacent tiles and put a marker at the center of your room 😉
You can't however merge walls but you can use instanced static meshes which helps with performance a lot 👍
Wishlisted mate, looking forward to seeing the finished product! Are you going to do an Early Access process?
Hey there! Thanks a lot!!
Yes I think I'll have an early access. There has been a lot going on lately so some good news are coming soon 😉
game is coming along nicely isee. keep going strong man ur doing great!
Thank you! I will 😉
couple questions im curious about. is it possible to not have the dungeon connect (with corridors) different rooms? and instead have them load a different area(the area theyre connecting to)? and secondly, what about streaming? does it make streaming volumes for the different rooms? i imagine at some point it can become really heavy to have a huge level loaded
So, I think for both your questions you should check out the Snap Grid Flow builder, my first procedural generation video covers it. This builder, the Grid Flow doesn't support streaming :(
Hi!!, this is a very nice video!! It helps a lot to understand the dungeon architect behaviour. One question, how did you put the Lights in the center of the room?,I know you can use the query system to get info about adjacent tiles but what info are you checking to see if it is the center of the room/cave/corridor? I am a bit lost here T.T
I just saw your post on reddit! I love the content and I'll keep my eyes peeled for how this progresses! By chance do you need any music/sound effects for your game at this stage??
Hey! Thanks mate! Well I will need some for sure and will start looking into that soon. Just too much stuff to do at the moment...
Subbed! Hello from reddit! 😇
Oh hey mate! Thanks and Welcome to the Hive 😉
@@PolygonHive 😇
what is the point of core when UEFN exists?
Great question 😅
no