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Good Looking Procedural Generation | DEVLOG #1 | Warden's Will | Unreal Engine 4
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- เผยแพร่เมื่อ 16 ส.ค. 2024
- Wishlist Warden's Will on Steam: store.steampow...
How I managed to have Good Looking Procedural Generation in my Indie Roguelite RPG On The Rogue.
In this devlog, we explore the Dungeon Architect Plugin for Unreal and Unity and how we can leverage it to achieve nice looking levels with good lighting, and we will use the Prefabricator Plugin to have random decorations.
Social Media:
Twitter : / anas_tronaut
LinkedIn: / anas-el-ferachi
Chapters:
0:00 Procedural Generation
3:36 Dungeon Architect
6:15 Snap Grid Flow Builder
9:09 Level Design & Tips
12:30 Game Mode Setup
13:52 Prefabricator
15:21 Future Development
Mentioned Assets and Plugins:
Dungeon Architect:
Plugin: www.unrealengi...
Documentation: docs.dungeonar...
Prefabricator:
Plugin: www.unrealengi...
Documentation: prefabricator....
Hey Thank you for using Dungeon Architect. I like the way you create your devlogs, everything is clear and nicely explained. Looking forward to playing your game
Oh! What a nice surprise 😃
Thanks for stopping by Ali! And thank for your work on Dungeon Architect. The framework is really amazing and I plan to keep using it as long as I am making games 😉
Man I'm feeling lucky, found your channel yesterday, watched all your videos and was thinking "Man I really hope he uploads a new one soon". And a couple hours later here we are! Amazing guides as always, I appreciate the opportunity to share your knowledge and insight through game making. As a mere artist with no real coding knowledge, it helps me understand a lot better what the peers of my group are dealing with and how to help them in convinient ways down the line.
Thank you for your time and for the nice comment! I am glad the timing was perfect for you 😉
Wow, the amount of detail you go into on making ur game is amazing! As an aspiring game developer, I truly appreciate the effort you put into explaining how things are accomplished. You don't see a lot of the stuff you talk about mentioned by other indie game devs. So thank you! Goodluck on your game!
Thanks a lot for the nice feedback 😉
Thank god I found your channel while in its infancy, high-quality content right there and I have a feeling you will explode in popularity. Keep it up and I would like to see some tutorials from you in the near future!
I love the low-poly style you have going on. definitely underrated, yet still eye candy.
Been wanting a game like this for a long time! Can't wait to play it!!
Thank you for presenting these amazing tools and bring some insight into how to generate and randomize things. You answer questions that I didn't know I had yet.
I want you to know you have explained in this devlog more than I have learned from tutorials on this plugin. I love how you explain how you are doing things for this devlog.
Thanks a lot buddy for the kind words! Glad it was helpful 😉
I love procedural generation too! I wish more MMOs/RPGs had it for their dungeons. I hate grinding the same thing over and over haha, keep it up!!
I agree. I've always loved how ARPGS like Diablo had randomized dungeons and wish they were commonplace in more mmos and third person rpgs too. My dream is making a third person party based rpg like Dragons Dogma with procedural dungeons, but it seems way too daunting to make as a solo dev.
You better change the 3d models because all the bad games on android and steam use this same assets from the asset store.
I am definitely considering that, I hope I will have enough time and resources to change them 😉
Your video is going to help me complete my project in better ways than I thought I was going to be able to do. I really hope you upload the second part to this video soon! Looking forward to it!
Glad I could help! there will be a new devlog on procedural generation for sure ;-)
@@PolygonHive I'm really looking forward to it!
tu tiens le bon bout, comme on dit en bon vieux franchouille.
Keep up the good work, it's always a pleasure to see your progress & follow your mindset.
Merci mon ami!
Glad you enjoy the content 😉
amazing...informative and intertaning video cant think of something missing to make this video better, please keep doing it like it is you will have a lots of fans waiting for your realized game
Thank you man for the kind words 😉
Just saying; this looks great you've got a customer in me
colossal work for a one man team
Are you serious? All downloaded asset 0 code, 0 design. LOL
I like all your game dev info.
Great video, I really like Dungeon Architect as well and have always loved procedural content. Ill be watching your future videos.
The visuals of your project are amazing!
I didn't know about Prefabricator. Very nice. Also, ignore my post in your last devlog because this is what I was talking about. I figured you probably knew. Definitely looking forward to the ability system video. Because of you, I've gone back and looked at the RPG demo and I can't wrap my head around it. I also have a license for Able Ability System, and I've never taken the time to learn it. I need to learn one of them.
Thanks for the feedback! And I would recommend to learn the Gameplay Ability System since it is the Unreal Standard and it integrates well into the Game Feature Plugins of Unreal 5/4.27 😉
@@PolygonHive Good point. Thanks.
This is badass, would love a tutorial series, but I know most of your time is probably being spent on developing the game, so for now, I'm just happy to watch your devlogs
Thank you! I will try to make a course once I finish the game 😉
Came for the dev log, subscribed for the cat
Cool video! The generation definitely looks good.
fantastic devvlog!!!! I actually purchased dungeon arch on sale about a year ago and haven't actually gone into it to check it out. seems like a fantastic plugin and this video made me happy i bought it so long ago.
Great video, very interesting! Thanks!
Awesome devlog my dude, just come out in time and I just started messing with dungeon architect in Unity
On one hand i really like the format of your videos, and on the other hand i dont know if i can stand watching a deranged psychopath who stands next to his desk instead of sitting.
Hey! I am glad you like the content 😉
I will be sitting more in the upcoming videos haha but for now I am still healing from my back surgery...
@@PolygonHive Oh damn. I thought you were one of those people who like standing desks. Welp hope your back heals alright. GL with the game too.
@@L1ghtyyyy Haha no I do enjoy the comfort of a good chair 😉 Thanks man!
Heyy ! Is looking awesome :D Good work, keep it up!
Keep on making those devlogs! :)
Great video again, really interesting in hearing your decision making process and reasons behind things, not just how you're doing it. I will mention that in headphones volume was fine but on my speakers compared to other youtube content the naration was really soft, I had to crank my volume and get scared half dead when other stuff dinged.
Hey, thanks for the nice feedback!
And thanks for the audio feedback as well, I will try to make it better going forwards 😉
Love this! New developer, and I've been banging my head against procedural dungeon generation myself. Tried DungeonGeneratorV2 but it seems way less intuitive than Dungeon Architect. Looking forward to more updates from you!
Thank you! Glad the video was useful to you 😉
Very clear and informative. Good job.
I've been using UE4 since the first release of the Rocket beta and I did not know those mouse gestures for switching viewports. Thank you!
Glad it was helpful to someone ;)
Great work there! Like the animation !
Круто, мужик. Видно что ты стараешься.
I love the warrior with the scythe
This reminds me of an idea i had called "dungeons and dungeons" based off of a "adventure time" episode where they entered this infinite train and got a bunch of different loot from the different rooms. The concept is basically the same, you enter a series of infinite dungeons and just fight while collecting a bunch of stuff, then you can use said stuff for pvp and other things
I like the train idea 😉
@@PolygonHive yeah it was pretty neat, it was like 10 - 15 train cars all connected in a circle but each room was a different level with different enemies and loot
Thanks for being accountable! :)
Idk how much programming hell it would be, but I'd like to suggest you add a "rush mode" or speed run mode for the normal levels.
To explain it better, your game's pace is like mario 3d or link's games like Zelda or ocarina of time type. And probably you chose it to be that way.
I think people would like a mode where it can be like Metal gear solid V or saints row 4 type speed.
Would be a fun mode to play for people if you male the player be really fast paces, like say the magic power is unlimited after finishing the game and you have the haste skill already active and you can dodge in speed and basically be like flash with a sword, and you can make it funny with a physics mode stuff too that'll yeet the enemies when hit, like saints row 4.
So more rooms for High speed game and fun physics should make it fun for replay ability and even probably make a speedrun possible.
You're welcome and thanks for the nice feedback.
A speedrun mode with a leaderboard would actually be a great idea indeed 👍
I am taking notes 😉
Hey. Keep going. Good work.
I would definitely buy this!
Linux support - great to hear that!. Looks really good. Thank you for the video
damn! this looks like it could turn in to a really fun game. i'll definitely be following
Thanks man! I am glad you can see the potential of the game 😉
Great video, very interesting! Keep it up!
Amazing video.
I wanted to make something like Prefabricator for my game because I think that every city, room, location in a game world being always the same is boring. Then you showed this plugin and I was "Damn, this is nice. It will save me a ton of work, only if I have the money to get it." and it turns out I already had it...(it was probably free at some point.)
Thanks!! Glad you found it useful 👍
And Yes Prefabricator is a very nice free plugin 😉
Your room is like the yin yang symbol
Yep the black in the white and the white in the black 😅😉
Amazing content man, subbed! Starting to learn ue4 on my own
Freaking amazing effort man 👏
0:25 your bracelet looked like a part of the lamp and for a moment I thought you had a non-euclidian lamp that was both in-front and behind you
Haha I didn't notice that 😅 looks funny indeed 👍
@@PolygonHive Btw the game is looking amazing! Great work!
I’m basically making the same game.. But as a sidescroller 😁
Great video. Subscribed some time ago 🤜🤛
Inspiring Video! I have kind of a dumb question: in 2:49 did you create these blockout materials yourself or do they come with a package you mentioned?
I got those from the marketplace, It's a small pack I got a while back, it's called Customizable Grid 😉
@@PolygonHive thank you very much for answering this, I was looking for this exact one for aaages
Thanks for sharing your knowledge. It is very helpful to me. I just have one advice to give you, the audio on your videos seem to be on the low side. I can hear you, but just barely. At one point, I thought that it was my computer setup, but I checked other videos and their audio was fine.
Thanks for the feedback! It's noted I will make the Audio louder in the next videos 😉
Good work!! I use this sample
Hey there! Hope everything is going well.
I was curious about dungeon architect, and I had a quick question. I see that you are using the snap grid flow builder. The other theme file option you mentioned, you said that it does not include level streaming and lighting the scene is difficult. To get around this, could you possibly use lumen to dynamically light the scene? And may I ask why level streaming is not supported? How is the performance with this theme editor? I have trouble finding out why generating large dungeons would be a problem with it. But I may be wrong.
Apologies for the large amount of questions, I hope you have a great weekend!
- JW
I noticed that the format of everything is generally linear, cubic, square. Does Dungeon Architect allow for more fluid, organic dungeon-building shapes?
I was wondering how many hours a day do you try to work on your project? And do you set yourself a deadline for the game to be released?
I try to work on it everyday at least one 3 hour session. But sometimes the morale is not there especially in these times. But I have a rule, no 0% days. I at least try to do some minor things every day 😉
I am planning on a 2021 release, September would be amazing. I am aware it is a bit ambitious... but I keep that as an objective 🙂
@@PolygonHive Hello. How are you doing with this project. I would be interested to connect briefly for a conversation if you would send me a message.
Have you considered any ways to do procedural items using GAS? I spent all day messing with things and looking for solutions but since it relies heavily on static classes I am having a hard time seeing how this might be implemented.
Haven't tried this but it's a good idea to play with. I will give it a try and see what I can get 😉
@@PolygonHive I'd be interested to know what you come up with, I'm currently thinking of just iterating through a stack of abilities that just cast effect containers without playing any animations. It seems like this might be the easiest way.
I started learning UE4 a few months ago. I've many ideas for different games, but with mine zero experience in gamedev that ideas looks too ambitious for me. I'am also thinking about go to virtual production and make machinimas... Anyway, I'm glad to find your channel today.
I have few questions: How can I plan game development process? What I should think first about, especially as zero-exp guy? How I can calculating time that required for production? Maybe you would make a video about it? (I'm sorry if you don't understand something what I write here, english is not mine native language).
Yes the subject is interesting, I will plan a video about it. But for now I'd say just start as small as possible 😉 that's the best advice I can give you!
Huge props for this, but also for being able to work with only a single monitor lol
Haha yeah, it does take some getting used to, especially after my job where I had 3 monitors, I'd say it's less distracting 😅
@@PolygonHive OMG!!! dude! that's crazy! haha
is it possible to show the weapons equipped in the inventory to show at the back of the character ,more like making a socket to hold the equipped weapons. how can i go about it
Yes it is definitely possible, you just need to add another socket to your character and switch the weapon between the hand socket and the back socket when equipped or not 😉
I will do this with when I update the weapons 👍
I have a similar standing desk converter as well. Takes a lot of pressure off the lower disc.
Yep if only I knew that before it would have saved me years of back pain 🙂
this is just what i was looking for! do you know if its possible to do this with PCG in ue5.2?
I have a very similar workflow, though prefabricator is crashing my editor when I try to randomize at runtime.
Did you contact the creator on discord? he is very responsive and can look into it 😉
man that looks like an interesting game, what i have noticed frome the few shots that it feels a bit bland, but i think some music, sound effects and some smart camera movement like the camera moves a bit out if in combat, wood go a long way that the game feels verry impacktfull. keep it up mate :D
Thanks man! Yeah it definitely still needs some juice 😉
amazing
How do you set up the attack?
Is it just an area in front of you or is it based on where the weapon is
Hey! I actually do both:
- Normal attacks use the collision of the weapon which activates when the character attacks and deactivates when the movement is finished.
- Special attacks can be either a Frontal Attack which will hit all actors in front of the player or a Circle Attack which will hit actors around the player. Both are determined by a Capsule Trace.
I am planning on making a video about the combat system when I'll update it with some other features I have in mind 😉
@@PolygonHive That Cool! very happy about the answer and looking forward to this video!
You have el gato standing right next your ElGato (0: ... Dang Imma dumbass
Great DevLog btw.
Exactly haha 😅👍
You look Brazillian man, great work btw!
Haha thanks man! I am not Brazillian but who knows maybe I got some genes 😅
ohh my you saved a few days of time thank you very much, by the way, looks like you have not posted anything for a very long time, too bad looks like you have some decent content
I would love to see a tutorial where you could go through how to make a procedural level in UE4. I am just starting out and want to see what could be achieved by you!
Noted! I will try to make one when I work on my dungeons again 😉
Great work! Maybe you should add a movement ability to the character so he will not stand still waiting for enemies in large rooms like this?
I am thinking about that 😉👍
@@PolygonHive or if not a movement ability, make something to make the player explore all the space he got.
14:03 I dont get the point with "Unreal does not have Prefabs". Proofe me wrong, but UEs Prefabs are Blueprints and you can use the Constructionscript for Blueprint generation an changing BP on spawn.
Blueprints can be used as prefabs of course. The only downside is that, for level design, you can't edit your blueprints directly in the level which is the advantage of prefabs.
Other than that Blueprints are actually much more powerful than prefabs 😉
@@PolygonHive Indeed. The Prefabsystem in Unity and especally the fact that you can edit Prefabs in the scene and how it is done, is one aspect, that made me decide for UE and against Unity, but this is, sure, a personal decision. Thanks for your answer, I enjoyed your video btw.
Hi there, amazing, is it unreal 5 compatible?
Well done! Have you a discord channel?
Thank you!
Not yet but I am preparing one 😉
It sure is an interesting game!
I like the new UI change but I like the old item bar 2x better
Are you talking about the weapons inventory?
@@PolygonHive Yup
Yay video games
awsome...i am really interested
Hay, how do you get a smooth model into Unreal Engine from blender 2.9? I've tried so hard but nothing really worked...
I am definitely not a Blender specialist but I haven't had any issue importing models from blender to Unreal. What issues are you facing?
BTW, Pontypants has a great tutorial for Blender to Unreal 😉
@@PolygonHive Thanks for your time. I'm having problems with keeping smooth surfaces as I import the model to Unreal.
Yeah, I fallowed that step by step and ended up with the same problems, however I am happy it was able to be loaded in Unreal Engine. Hope you can give me a few tips, oh and I import models with MMD Tools after rigging them in PMD Editor, it's the best result for rigging and motion making.
@@PolygonHive I think I've found the problem. Thanks.
i was literally looking for a way to make something similar so thanks youtube for a good a recommendation for once. definitely subbing and following this series.
also what is that desk you have?
Hey! Glad you found it useful!
My desk is a Songmics Desk Converter 😉
making nice progress.
Thank you so mutch you are a great help
You're welcome! Glad you found it helpful 😉
Did you write any code for that game? If you pulled this out without writing a line of code... that's amazing!
I did use some C++ code because I am using the Gameplay Abilities System and you can't use that with Blueprints only, but everything else is almost code free 😉
dont you think there is too much camera shaking ?
On some weapons yes! I need to dial that down 😉
Awesome devlog!
are you Moroccan by any chance?
Thanks and yes 👍
@@PolygonHive Awesome Me too and I do gamedev in Godot. We should collab sometime.
Big task, sound cool though!
nice video
can i design the tiles myself?
Not in the plugin but you can use your own 3d assets yes
Aww, Cute cat :)
Naaaaw the cat is so cute
It would be cool if you made like an udemy course on how to make a game like this.
Yes! I am planning on creating one once I release my game 😉👍
@@PolygonHive Awesome I look forward to it!
what about a procedural chair for game dev?
I had spine surgery some time ago, so I do not sit much on a chair, but I'll probably be able to sit again if my back heals well and it's looking good for now 🙂
@@PolygonHive sorry I didnt know that. hope u recover soon
@@4nth365 no worries man! I found the comment funny 😅 these things happen and we should always try to see the good in them 😉
I find the camera too high
hi, very good job, you create the character to ?
No, I wish I had that skill as well but I actually bought the assets from Synty Studios 😉
reminds me of origins combat
I take that as a compliment!
That is a very good game , keep going
But , Where are you from?!
I think "Anas" is an Arabian name !!
Thank you!!
I am from Morocco but I live in France 😉
I wonder how your title is coming along? Send a reply maybe we can connect on a project.
Just released a new devlog with a pretty big update, I hope you'll enjoy it :)
Heeey i know you !! I remember you from a facebook group...you used to work at Ubisoft and you are moroccan right ?
Hey!! Yes and Yes 😉👍
@@PolygonHive Ta ana mghribi 😃😃
Marhba 😉
@@PolygonHive Nice game btw looking forward to see how it will turn out in the end !!! Keep up the good work !!!
Can you make a desk setup tour too
This is a nice idea and I just remade my entire office / studio, next videos will look a lot different 😉
@@PolygonHive thanks , I’m actually a web developer wanna switch to indie game dev your videos have been inspiring me , keep up the good work!
omg, blueprints = dis!
I want to play😭
I am working on a Demo to be released soon 😉
No C++?
Both C++ and Blueprints. Though I like blueprints more lately for its ease of use.
I generally do the base in C++ and implement the specific with BPs and then once a system is stable and complete I port more stuff to C++.
@@PolygonHive I see. Thanks for answering. Im new to Unreal and always wonder why people stuck to BP. Theyre nice but can be a mess when branching. Simpler to use c++ and add inline comments. I viewed a lot of demo vids and it seems like a lot of people showcase BP which made me wonderr if my approach is incorrect. but BP for prototype then converting to C++ when necessary seems like a good mix between both worlds. Thanks for the insight! Nice game btw I wish you the best!
@adriandeveraaa thanks a lot buddy and good luck as well 🫡