Advanced Prefabs #2 - Multilevel, automated - with Dungeon Alchemist (for Foundry VTT)

Поділитися
Вставка
  • Опубліковано 15 чер 2024
  • For more tutorials and game design tips, check out Dungeon Dynamics! dungeondynamics.wordpress.com/
    A series of videos dedicated to building better Prefabs. In this episode we design a mansion in Dungeon Alchemist and turn it into a 2 stories + roof prefab with with automated elevation change for tokens using the built in stairs (in Foundry VTT).
    Check out my game design and VTT tutorials blog, Dungeon Dynamics! that-italian-guy.github.io/du...
    All the files for this video can be found here:
    - Images: imgur.com/a/M5gjYOe
    - JSON files:
    Ground floor: pastebin.com/w1QFCXVp
    Upper floor: pastebin.com/eykEmFKL
    Full Prefab creation guide: • Click-n-Drag building ...
    Prefab credit to Baileywiki: / @baileywiki
    - Levels mod foundryvtt.com/packages/levels
    - Wall Height mod foundryvtt.com/packages/wall-...
    - Select tool everywhere mod: foundryvtt.com/packages/selec...
    Music: tabletopaudio.com/
    Chapters:
    0:00 Intro
    0:08 Ground Floor generation in DA
    3:35 Upper Floor generation in DA
    5:58 Photo editing
    6:15 Setup in Foundry
    7:16 Ground floor assembly
    9:20 Upper floor assembly
    10:16 A note on Better Roofs and Lights
    11:00 Uniting the floors
    11:52 Adding a Roof
    12:37 LoS check
    13:43 Automated stairs setup
    14:56 Prefab creation
    17:25 Prefab test in a Scene
  • Ігри

КОМЕНТАРІ • 8

  • @Zeac
    @Zeac 2 роки тому +2

    that looked awesome, like a lot of work and could probably be fun to build and I hope gets reused a lot if you go through the trouble, but awesome

  • @ecocommerces8144
    @ecocommerces8144 Рік тому

    Really needed to know thank you

  • @tzimiable
    @tzimiable 6 місяців тому

    Great job. Some of this stuff is a pain, especially the levels stuff. Once I've seen it work I cant not do it in my own battlemaps, it makes the world feel that much more alive when it "works". I absolutely love the AI in DA. And Foundry is a blessing. I cant understand why the hell people would pay for Roll20. Its painfully inferior and way more expensive in the long run.

  • @042naNotSalmon
    @042naNotSalmon 2 роки тому +1

    I followed the steps and everything works well. However, I have a weird issue that when the tokens walk around the second floor, and go back to the first. areas are revealed from the fog that they only walked over on the second floor. Did you run into this?

    • @ThatItalianGuySA
      @ThatItalianGuySA  2 роки тому +1

      The problem is with something I have not addressed in the video but that is easily fixed: the line of sight in the Levels module is calculated by drawing an actuak line from the token and see if it intersects with the "polygon" that represents each level of the house's floor. This is normally done automatically when the shape of the building is simple (IE: only outer walls) but the algorithm gets tripped by internal walls.
      To fix this: if you open up your second floor tile, you'll probably see some weird white-and-green lines all over the place - that's the shape that the algorithm thinks your second story floor has. You'll notice hole through which the token on the second floor can "see through" to the first floor. In the Overhead tab for the 2nd floor tile, you'll see a "Define Polygon" button. Press that, then select (using shift+click) all the wall sections that represent the shape of your second story - the "external" walls of your building. Make sure you have patience and select ALL the wall segments (it's easy to miss one here and there); once you've done that click "Define Polygon" again and you'll see a list of all the walls IDs in the "Selected Walls" field. Update your tile and the shape of your floor should now match the actual image. The issue should now be resolved!

  • @KitKatHD
    @KitKatHD 2 роки тому +2

    I dunno, I feel like dungeondraft is the better foundry/levels tool. Seems like more work in alchemist.

    • @ThatItalianGuySA
      @ThatItalianGuySA  2 роки тому +3

      I think that, right now, DA is better if you want to crank out a large amount of buildings fast, as long as you don't care too much about them having specific features/decor (or if you want to create several alternate skins for Farmhouse #3); and DD is better if you want to create a bespoke building. The procedural generation is a real time saver if you don't have to go back and manually adjust stuff.
      I'm really looking forward to some of the features in the roadmap www.dungeonalchemist.com/roadmap since DA is just out in Early Access - the 1-button-dungeon in particular seems like it could be great to setup a oneshot adventure or to have a good foundation for a nice battlemap.

  • @Brandon-xd7qz
    @Brandon-xd7qz 2 роки тому

    𝓟Ř𝔬𝓂𝔬𝐒ϻ 😍