New Dojo Planning tool, including Railjack Hangar, In the works!
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Out of date,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.
Question
AeliosZero
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 |
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.A simple offset value should fix itIT IS NOT THIS SIMPLE TO FIX! STUPID CODE!Link to comment
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