Game Development Community

Dungeons, dungeons everywhere!

by Konrad Kiss · 02/10/2009 (10:22 am) · 59 comments

My game, Xenocell requires many unique settings where the player enters mostly procedurally generated scenes - be it an underground base owned by the player's team or an alien structure waiting to be explored from the inside.

My friend, Maxim Lyulyukin has told me they were developing a content pack - a gothic style underground dungeon brush tile set, and he's asked me to help with shaders and testing. I told him that I thought the pack was great, but using it was not easy for the customer. I thought this was just the right time for me to create an editor that would let me plan a dungeon no matter where I was, without the need to boot up TGE(A).

Enter the Dungeon Editor! (I know. Please, if you have a good suggestion for a name, let me know!)

Quick feature list:

- Written entirely in Javascript to be accessible and transparent.
- Click + drag rooms and corridors with the mouse.
- Hover over a tile to choose between tiles (ie. wall, door, wall with torch, etc..) that work as a substitute for the hovered tile
- The editor automatically knows what tiles to put where by the design of your dungeon, and it automatically rotates these tiles
- Able to work on multiple floors (experimental still, no stairs yet)
- Automatic dungeon generator - click twice, and you have a dungeon ready to be exported
- Exports torque mission script ready to be used with TGEA (TGE untested)


www.xenocell.com/dev/dungeoneditor/de1.jpg
The editor with a randomly generated floor - see all the floors on the right

So it takes less than a minute to generate a dungeon like the one you see on the images, export into TGEA, and take the screenshots.


www.xenocell.com/dev/dungeoneditor/de2.jpg
This is still under development, but coming along nicely.

Maxim or Vladimir will be able to tell you more about when the pack is coming out (it's close!), all I know is that the editor will be bundled, so it will make the life of those who choose to get it a lot easier.


www.xenocell.com/dev/dungeoneditor/de3.jpg
Some features like placing spawn points and symmetry based dungeon generation are still in progress.

This editor is tailored to this specific pack, but if everything goes well, another pack is going to use a branched version of this editor. (Can I say which one? :)


www.xenocell.com/dev/dungeoneditor/de4.jpg
Eventually, the editor aims to add further effects to tiles such as fire on torches, or export options that set the scene up with correct lighting, fog, etc...

Thanks for reading through. Any suggestions are welcome as always.

About the author

Lead Developer at Bitgap Games (www.bitgap.com) currently working on Xenocell (www.xenocell.com) a massively multiplayer action strategy game based on Torque 3D technology.

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#41
02/15/2009 (5:48 am)
Check your email
#42
05/05/2009 (11:41 am)
any more info on this??? Looks great!
#43
05/05/2009 (11:45 am)
There's an update in the works, but Maxim can give you more info. We are working on Torque3D compatibility among many other cool things.
#44
05/28/2009 (9:58 am)
Did this pack come out yet??
#45
05/28/2009 (11:59 am)
It's out, see Maxim's store

The update I referred to is not yet out, Maxim could tell you more about when it will be available, since it's his pack after all. Some art assets are still being made, so the ball's on his side. :)
#46
07/04/2009 (5:54 pm)
I think Maxim should call it 'PUCT'.
Procedural Underworld Creation Tool.

"5 days to deadline? Your mapper quit? Your lighting look terrible? No fear! You are not screwed, you are PUCT!"
#47
08/28/2009 (10:29 am)
Konrad If I purchase the dungeon kit can I have the source code to be used as a learning example? Not trying to rip anyone off I just want to learn more about how you think.
#48
09/01/2009 (4:03 am)
@JesseL: Sure, drop me an email with the receipt, and I'll send you the unpacked js files zipped up.
#49
11/20/2009 (7:22 pm)
any idea when the T3D port will be available?
#50
11/20/2009 (7:24 pm)
Both Maxim and I are pretty busy for the coming month or two. I think the end of January is the closest time I see a T3D port (plus lots of new features that we've been working on) happening.
#51
12/03/2009 (8:25 am)
Hi Konrad :-)
Are you eventually, with the port to T3D, take advantage of the new prefabs feature of 1.1_Alpha? I think DK can really take advantage of it :-)
#52
12/03/2009 (10:25 am)
Hi Joz,

You're right! Though it would work better with a new pack - one that has separate ceiling, wall and floor tiles.
#53
12/03/2009 (10:42 am)
Perfect! ;-)
#54
01/09/2010 (8:48 pm)
Konrad just in case you didn't see it, maybe you can be interested in seeing this...
#55
01/10/2010 (4:33 am)
@JoZ: Thanks! I've been following his progress on the Archon Dungeon, it looks pretty cool. Fortunately it doesn't yet render my ideas obslete or even competing for that matter. But even that wouldn't hurt a bit, there are only a few solutions for fast dungeon prototyping and/or an automated dungeon level generator.
#56
01/14/2010 (11:21 pm)
Just picked this up and I am already in love with it! Definitely interested in running the T3D version of this!
#57
03/08/2010 (10:40 am)
I am waiting for the T3D port of this too, any release date for it yet?
#58
03/08/2010 (11:11 am)
There is not a T3D version, but there is a DCK2T3D program that someone did. I personally have not been successful in using them in T3D. Then again I have not spent much time on it at all.

*EDIT Link to dck2t3d

www.torquepowered.com/community/resources/view/17427
#59
03/08/2010 (11:17 am)
This pack is not my (or Bitgap Games') product. Right now I'm not able to tell when or if a Torque 3D port would happen. To be fair, it is not just a plain port, it's a lot more. Both Maxim and I are very busy with other projects right now. It's probably going to happen, we are just not sure when exactly - so unfortunately I can't say an ETA right now.
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