![]() ![]() Structured rooms such as chapels and throne rooms now generate in a much more appropriate way, resulting in far more structured, sensible room placements.Columns now only spawn for larger rooms and always spawn in a logical way relative to the room layout.See-through walls such as dungeon cell walls now only spawn where they logically would, even when you place a dungeon cell inside of or next to an existing room. The outside wall of a building remains the same, even when the interior one changes. Walls of adjacent rooms try to match each other. ![]() The type of window is also matched to the wall it spawns in for a more consistent look. Windows are much less random and more symmetric.We also added logic to discern "front doors" and doors between interior rooms. They are centered when it makes sense, and doors will be larger for larger rooms. We rewrote almost every aspect of the AI-system, but these are some things you will immediately notice when generating a new room: The AI is not perfect yet, but we do think it's improved greatly. So we spent a lot of time looking at its shortcomings and trying to remedy them. We've been aware for a while that the AI was lacking in certain parts and could be greatly improved. Added functionality to disable all nature animations from the View Menu.Added functionality to easily hide the grid from the View Menu.Some older objects such as the modular bridge parts will do this as well! Some objects such as the new rails and pipes will now snap to each other, making it very easy to construct connected rail paths or sewers.You no longer have to painstakingly match the terrain height on either side of the bridge, as we'll do it automatically for you. Bridges, huts and other large objects will now level the terrain and remove objects below them, making them much easier to place.You can then paste these properties in a wide area, which will result in all objects getting the same settings. You can copy & paste the configured properties of an object (for example, light color or open/closed door) by selecting it and clicking Edit > Copy Object Properties or hitting Ctrl+C.Ultimate freedom of movement is finally at your fingertips! You can now override the vertical position of any object by turning collisions off in the object menu and then using the vertical arrow to place the object on any height.Once the AI algorithm has done its job, you can tweak the map to your heart’s content.As usual, we added several quality-of-life improvements, some eagerly awaited by a lot of our users: Don’t like what you get? Just press the randomize button and Dungeon Alchemist’s AI algorithm will generate ever new rooms for you. You choose the theme of each room, and Dungeon Alchemist will do the rest. With just a few clicks, Dungeon Alchemist will conjure a beautiful landscape that will inspire you and your players. Start your mapmaking adventure by picking one of our themes. PICK A THEMEĭungeon Alchemist comes jam-packed full of exciting and inspiring objects and settings. It uses an AI algorithm to place walls, floors, objects and lighting, so you can focus on being creative. Ever felt uninspired, technically challenged or just bored when creating your game maps? Dungeon Alchemist is AI-powered Fantasy Game Mapmaking Software that enables you to make high-quality content fast! Simply pick a theme, start drawing, and Dungeon Alchemist creates high-quality maps you can print, share, or use in your favourite Virtual Tabletop Application. ![]()
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