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[Announcement] New Free Dojo Planner!


AeliosZero

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New Dojo Planning tool, including Railjack Hangar, In the works!
jDrVOVE.jpg
Greetings fellow Tenno! Whether you are a Tenno considering founding their own clan and building their own dojo, or you are a veteran Moon-clan Leader wondering how the new railjack hangar will fit in your existing dojo, or anything in between, I believe you will find this tool useful.
For a while now I have been developing a new dojo planner. I want to make one that address the issues that exist with the dojo planners currently out there, namely that they are:
  • Out of date,
  • Have issues that stop rooms being properly aligned,
  • Are a little clunky to use,
  • Let the user produce designs that don't actually work in Warframe.
     
On top of making a program that is simple to use, I really want to make sure that the dojos people design can actually be built in-game, so that they don't have to spend weeks building out their dream dojo, only to have to spend more weeks tearing it all down because of some unforeseeable issue the game had with their room placement. I've gone through this and I want to save others from having to go through what I have. 
 
Here's a List of some features I have implemented/plan to implement:
  • User-friendly experience when using the app
  • Allow user to quickly prototype different layouts and ideas
  • Show visible Room Bounds to indicate whether a room will actually fit (Visible in red while in build mode)
  • Grid snapping to ensure all rooms line up how they should
  • Node snapping to speed up design process
  • Show warnings when a room:
    • Intersects another room, including ones the user thinks should fit in the space
    • Can't be placed due to Pre-requisites
    • Is impossible to make due to energy/capacity (i.e: Running out of energy before building the rooms you need to place in order to place more reactors)
    • Hits the 100 room cap
    • Intersects a room above/below the one the user is trying to place

I want to give a big-shout out to @Buff00n for all his help tediously figuring out the collisions of each room and making the room graphics and recording the UI Sounds used in this project. This tool wouldn't be nearly as good as it is right now if it wasn't for his hard work! 

I don't have a solid release date yet but it is nearly complete and could take anywhere between a few days to a month depending on unforeseen issues and user interest.

This tool will be free, in order to keep this tool accessible to as many people as possible, however if you wanted to show your support through donations or in-game plat/items I would be tremendously grateful for it! Even just mentioning this to people who you think would find this handy would be very helpful to me! I want to get this tool in the hands of the people who need it most so mentioning it to others would be a huge boost! If you would like to help me by play-testing an early version, or offering your opinion on design decisions, hit me up with a DM!

1.1 Progress Log (Will be updated live):

Here's some changes I have completed / plan to implement for the next release (1.1.0). Completed | In-progress | To Complete |

  • Much Greater Zoom Distance
  • Swapped camera over to a true Orthographic view (as opposed to a far away perspective, which broke when zooming out any further than the current limit)
    • The Zooming and panning system also had to be redone from scratch and will behave differently because of this . 
  • A few remapped controls. Made left-clicking on empty space function as panning (doesn't work in construction or while hovering over a piece to avoid conflicts) middle click to pan also always pans as an extra redundant control. I might make it right-click at some point but a lot of things rely on right click right now and it could get messy.
  • Added a [X] button in the top right corner. I'd ideally like a confirmation prompt before closing but this takes a lot of effort (I have to make UI from scratch) and I don't have the patience for it right now. If this feels pointless or causes problems let me know.
  • Capacity and Energy now turn red when negative as a better visual indicator. 
  • Rearranged UI elements into what I think is a more sensible layout. Might put Dojo stats back on top if I add a bunch of other tools at the bottom.
  • Redesigning Grid texture out of a sine wave rather than a texture for better scaling, performance and to slightly reduce precious file-size. Currently dealing with a major flickering issue at larger distances.  I give up on this because its too difficult to implement.
  • Adding a 'build last placed' button that will allow you to rebuild the last piece you used 
  • Some more optimisations and file culling to reduce filesize (It's big because I'm using unreal engine 4 to make this and I know I could have used something simpler but tbh I understand UE4 the best. If I tried making this using some other method, the learning curve would probably prevent me from making anything at all). This just takes time because if I remove the wrong thing, everything breaks. 
  • Currently fixing the Oracle and Tenno labs. They had odd numbered lengths and therefore were centering at the wrong point. A simple offset value should fix it IT IS NOT THIS SIMPLE TO FIX! STUPID CODE!
  • Multiple floor support with overlays for the floor above and below it. Some buttons to travel between available floors. I'll need to make the elevator down spawn an elevator up room below it and vice versa which will help avoid complications. I'll also need to create a variable for each room object to record its 'height'  and have them load and unload when the user changes floors; some complicated stuff here but this would be a really neat feature that I haven't seen in any other dojo editor. This also paves the way for making collision checks between multiple stories which would be invaluable for dojo planning.
  • Upgrade load menu to a list format of some kind. Ideally this would be a filetype you can save/load with windows explorer like most programs but I haven't learnt how to do this yet.
  • Block Keyboard input while in Save/Load Menu
  • Make Load delete all rooms before loading I tried doing this already but it failed horribly. 
  • Add in Toggle snap function and hopefully figure out the cause of the mysterious snapping issues which have evaded me so far. 
  • Fix the issues with moving objects and make the code compatible with the place object code (Things broke when trying to use the placement code for moving things, so currently the move code is a stripped back version of the placement code) 
  • Text Tool to place text 'objects' in the world. I'll add other useful inserts like colour and stuff in a future update.
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This crashed my PC which is running windows 7... so I moved it over to the iMac to run in VMware ... and it flickered so badly it was unusable... 😞 , so going to build my dojo using your preview image as a reference, so it would be a similar arrangement

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4 hours ago, Circle_of_Psi said:

Looks good!

The "Pay" choice that comes right up your face, maybe really off-putting to some people and I strongly advise you move that somewhere else, if all possible.

... which is something else worth thinking about.  I know you're doing it more as a hobby project, so you're not in it for the $$$, but some compensation here and there is always a nice incentive to continue these projects.

The problem is however that Warframe can be an entirely free-to-play game, and I think a large portion of the players treat it that way, never spending anything on it.  How willing would people thus be in donating some spare change to projects like this?  If AeliosZero wants to make a website version of this app one day, he'll get to face domain and hosting costs, and then it shifts from a fun hobby project to something actually costing him money.

I saw warframe.market has a Patreon campaign, and they seem to have a nice donation pool going on ($656 per month from 329 patreons).  Then again they'll probably also have non-negligible hosting costs, plus that they have to invest more time in it to keep up with the game (content wise; new relics and prime content needs to correctly be entered in their database).  And they fulfill a thing that a sizeable portion of the player base finds useful.  It also helps that players might see warframe.market as the thing allowing them to make 'money', so they will be in a better mood to donate.

So: does anyone have any experience 'monetizing' 3rd party content to Warframe players?  Again: I'm not talking about getting-rich-fast, but something to at least cover any hosting costs or such.

I've also set up a Patreon campaign for my Warframe Stuff Organizer site, and after 1 year I now have 1 patreon for $1 per month; not much, but I really love that guy for it 🙂  Don't let that discourage you though; I've really taken on a very niche thing here, so in my case this was to be expected.

Sorry to hijack you post here a bit with this, AeliosZero 🙂

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1 hour ago, ShadowMageAlpha said:

I'm curious about the method.  I assume it involves trying to place various things next to the room in question to figure out where its no-build zone is, yeah?

Yeah, basically.  For example: This is how I'm determining the bounds of the Crimson Branch room:

Spoiler

xkS9ven.png

For the record, the Tenno Lab fits but the Elevator does not.

 

2 hours ago, ShadowMageAlpha said:

Also, if I've done measuring and counting correctly, each grid on the map corresponds to a 2x2 meter area, yeah?

Yeah, the grid squares are 2m x 2m

2 hours ago, ShadowMageAlpha said:

Assuming that's the case, I could easily just emulate the dimensions in the system by leaving appropriately sized holes in the map.  

Also also, some early measurements:

If you want to get me started then I need a full map screenshot of your old dojo rooms plus as many "new" rooms as you can fit on the screen, for scale.  It also helps if you can point your camera at a blank wall so there's less confusion between the map and the background.

Other than that, it's basically doing stuff like I have in the picture above.

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12 hours ago, Buff00n said:

Basically you have to leave a side of your dojo completely free, on all floors.  Unless your dojo is really, really huge, nothing else can be over the line where your Dry dock starts.

If you're looking for the bare minimal dojo that will get you going the fastest and have access to everything, then I think it now goes something like this:

 

Thank you very much... this is great help... I have already started on somethings... I noted the Dry Dock requires 6 reactors.

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On 2019-11-23 at 12:11 PM, raraRiley said:

No easy way to rebuild. Would have to go room by room. Destroying everything, losing mats(?), struggle with Capacity and Energy as we strip the Dojo down...

I'm right there with you. Thankfully, you don't actually lose material.  Even platinum seems to get refunded to the dojo's vault when dismantle something that's been rushed.  It's not much, but it's better than it could be.

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@AeliosZero: I'd like to start with saying what amazingly great work you did

  • Personally I (for some reason) despise use of the middle mouse button. It doesn't work for me anyway 🙂 Can I suggest panning with WASD? At the moment I'm panning using the inconsistency someone mentioned about zooming in and out ^^
  • When first trying out seriously it told me I've exceeded the room limit. Although I just recreated my actual Dojo. Difference is that due to lacking multiple floors I started that just a bit next to the ground floor
  • I read the whole thread and either I've missed it or it really isn't yet possible to have multiple levels. I just made the second level next to it without any connection. Didn't add an elevator to that one either because it seemed pbvious that would lead to miscalucaltions.
  • Your video has much thinner tool bars, much smaller buttons and much smaller text. On my screen it's really huge. I'd suggest having that as the first options in the by now non-functional options: Scaling of controls 🙂
  • I'm adding a screenshot - and please don't anybody shame me for the crappy Dojo, I just started two weeks ago ^^
    Spoiler

    2560x1440

    guMJBLs.png

     

  • Ending my wall of text to you with a probably VERY stupid question. You're doing this in Unreal engine. For the multi-level view would it be possible to not be restricted to the top-view? I don't even mean dynamic angles, more like isometric fixed angle or something. Not even suggesting that seriously, just wondering as it might visualize height issues in a very clear way.

@Buff00n: Do you have the dimensions of all those rooms somewhere where we could look them up? Especially the heights in floors?

 

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Just now, raraRiley said:

Would love it, if DE added a feature, where you can rearrange already exciting Rooms! 

Our Clan has been around ever since the introduction of Dojos (we even have the old reactor and connectors). Since they added so many new rooms, labs, etc since then, the layout has gotten way out of hand!

No easy way to rebuild. Would have to go room by room. Destroying everything, losing mats(?), struggle with Capacity and Energy as we strip the Dojo down...

I love this Planner that you have made! Fantastic work! Sadly, all it can do is help me plan the Dojo that I wish our actual Dojo could be...but without a rearranging option inside the game, it is of no use 😞 

totally agree.

it's absolutely inflexible to re-arrange dojo like we have now for years (as we got with Dry Dock VERY huge room). if we build with dependencies rooms 1-2-3-4-5-6-7 (halls for example) and I want to move part 3 to other place - I will have to demolish backwardly all the 7-6-5-4 parts (including attached rooms and already precisely arranged decorations) to make it so... and demolishing every room takes 2 hours (I know Steve promised to shorten that cooldown significantly). 😞

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  Meters is fine, too. As you also gave story height

vor 20 Stunden schrieb Buff00n:

The situation is complicated enough that you really need a tool to figure things out, which is what @AeliosZero and I are trying to build.

  I can't repeat often enough how awesome that is. Your project is really great!

Also, as I've just sent some bucks AeilosZero's way, can I do the same with you? It's one thing asking for donations, but I'm asking you to take some 🙂

vor 20 Stunden schrieb Buff00n:

I keep my data in a very detailed json file that I'm currently using for my own project.  You can look at it if you want, but it's not exactly human-friendly. 

JSON is fine. Actually, that's great! I'm ion no way an application programmer but with that I can perfectly create my personal overview table. Awesome, thank you!

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11 minutes ago, Cosmic_Elf said:

This crashed my PC which is running windows 7... so I moved it over to the iMac to run in VMware ... and it flickered so badly it was unusable... 😞 , so going to build my dojo using your preview image as a reference, so it would be a similar arrangement

I should note the preview image is out of date.  The Dry Dock's bounds form a straight-up box all around it; you can't overlap in the corners.

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3 minutes ago, Buff00n said:

I should note the preview image is out of date.  The Dry Dock's bounds form a straight-up box all around it; you can't overlap in the corners.

not quite sureI understand what you mean , as I have just started building my dojo, and would need to build with the Dry Dock in mind, Could you do a basic reference preview image of what I can work with, since my computers had issues using the software ?

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6 minutes ago, ShadowMageAlpha said:

Here's the screenshots for the old rooms we have.

 

Interesting.  I'm assuming this gap means those cross connectors don't actually meet?

Spoiler

Imyv7rw.png

I see five rooms.  Do they have official names?

Spoiler

Medium hall?

dHKkcre.png

Bowling Alley?

oiwMxX5.png

Cross Connector?

asFLGBk.png

T Connector?

pnWI0AB.png

Big Hall?

xbGiSKw.png

Also, do you have a shot of that first one, the "medium hall", without the teleporter icon?

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10 hours ago, Circle_of_Psi said:

Any ideas when this is gonna be out?

Can't really say to be sure. It's nearly ready but I have a few other important things I am trying to address in my own life right now that take precedent. The other factor is how long it takes to make each feature. It can be quite unpredictable coding something. Sometimes a feature works works straight off the bat (rarely) and other times It has a bunch of problems that need to be resolved which, given enough problems, eventually turns into a garbled mess that I no longer understand meaning I either have to change random things praying it will work when I compile it, or start the feature from scratch again.

The amount of interest I have received is definitely motivating me to work on it as much as possible and I am coding it up at any opportunity I get.

I'll try and make an Alpha release within the next week but it might have some stuff missing or not working correctly. Main Purpose is to get feedback on any unforeseen issues and to give people something that they can use until everything else is finished. 

Minor update as well while I'm here. I have modified the UI to look and function better, working on getting a functional save/load right now. 

FWGVNjf.jpg

 

jxJJtMA.jpg

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On 2019-09-10 at 1:31 AM, AeliosZero said:

Another thing I never mentioned but wanted to ask about. How is the presentation of the controls in app? I'm referring to the text in the bottom right corner which has the controls. Is that a good way to present them or does it get too obtrusive? Do you like that the text constantly changes to mention which controls are currently possible (as opposed to a static window mentioning all controls at once or a popup window like stom66's dojo editor). Thanks for following along guys! Its helping me stay motivated to work on this!

For me (who is used to using other control mappings) it's very nice to have there; otherwise I'd be making far more mistakes compared to without it (as I found out with the Stom66 planner).  The fact that it updates to show the current options is also nice.

However, if you want to later press on with a HTML5 web app, you'll probably find it'll take up too much space for people on phones.  The same is true when you implement windowed mode; people might make the window size quite small.  So a good way to go forward is to make it window/screen size dependent; the full list when on a big enough screen, a popup button when on smaller screens.

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7 minutes ago, Buff00n said:

Interesting.  I'm assuming this gap means those cross connectors don't actually meet?

I see five rooms.  Do they have official names?

Also, do you have a shot of that first one, the "medium hall", without the teleporter icon?

Correct, they do not actually meet. Actually one of my main issues with our current layout.

Official names are: 

Medium Hall -> "Clan Hall"
Big Hall -> "Great Hall"
"Cross Connector"
"T-Shaped Connector"
Bowling Alley -> "Reactor"

 

In the mean time, I'll see what I can do about getting rid of that teleporter symbol.
That was shockingly easy.

Spoiler

fOxh5ug.png

 

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Thanks for all your hard work, @AeliosZero!  As a software developer myself I know this isn't an easy app to write.

I should add that, until we can actually get out hands on it, the Railjack hanger appearance and boundaries are purely speculative based on what was shown in the dev stream.  The only things we know for sure are that it has three doors and is really, really big.

30 minutes ago, Caine2112 said:

I ask because my dojo is 4 levels high and some rooms won't fit under one another due to height constraints.  It's very tough to tell where rooms are below and above.

We're planning on doing something for height and depth constraints with adjacent floors, but it's... complicated.  Basically I've had to test every possible combination of which rooms can and cannot be built above and below each other.

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8 hours ago, AeliosZero said:

Can't really say to be sure. It's nearly ready but I have a few other important things I am trying to address in my own life right now that take precedent. The other factor is how long it takes to make each feature. It can be quite unpredictable coding something. Sometimes a feature works works straight off the bat (rarely) and other times It has a bunch of problems that need to be resolved which, given enough problems, eventually turns into a garbled mess that I no longer understand meaning I either have to change random things praying it will work when I compile it, or start the feature from scratch again.

The amount of interest I have received is definitely motivating me to work on it as much as possible and I am coding it up at any opportunity I get.

I'll try and make an Alpha release within the next week but it might have some stuff missing or not working correctly. Main Purpose is to get feedback on any unforeseen issues and to give people something that they can use until everything else is finished. 

Minor update as well while I'm here. I have modified the UI to look and function better, working on getting a functional save/load right now. 

FWGVNjf.jpg

 

jxJJtMA.jpg

Glad to hear it and make sure you look after yourself as well, I already used the dojo planner (lol I;ll show you), but this is my cop-out way of doing it. As you can see my terrible paint skills, but this is the plan for the Dojo (Mine's a solo clan).

I already got started by removing the main Inspiration room and labs (but keeping the two on the right side of my Main Lobby (the very first room), untill Drydock and as long as this works (Not sure, cuz I don't ahve the updated one yet) I should be able to afford it, in terms of power/space/cap

 

Edit: There is men to be another Isprpation hall near the either the labs or Power, for extra power (the Oracle goes with Power)

 

2KrneEX.jpg

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11 minutes ago, Buff00n said:

If you want to get me started then I need a full map screenshot of your old dojo rooms plus as many "new" rooms as you can fit on the screen, for scale.  It also helps if you can point your camera at a blank wall so there's less confusion between the map and the background.

I'll be able to provide some screenshots.  If you'd like, I can throw them into a photo editor and add a grid overlay consistent with the one in the planner program.  Should it much easier to determine sizes and such.  

 

As for determining the boundaries, I'm not entirely sure how much help we'll be able to be with that. I'm not the leader of the clan and he's got some desires he's not communicated yet. It may be a while until I can begin getting boundary data, if ever.

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