First and foremost, I feel like it needs to be said that there should be an other side asset for the hatch / pit items, for example the sewer entrance if you open the asset it shows a metallic ladder going into the depths, if I were to then make a separate map where i'd need something similar as an entrance to the area, I wouldn't have access to that, as of right now there is only a wooden ladder that i've made due by tinting it black. I'd like to see something similar to the stairs where there is a reverse variant of the stairs to actually make the maps feel like they are connected.
Second suggestion:
There just needs to be more. . . stuff. The props feel very limited in their pool and without using abstract items everything is very locked in place. I'd love more random props to place alongside more wall and floor options.
Third Suggestion: Add an auto-save functionality, I love larger maps but they are prone to crash upon doing stuff within the menu, it wouldn't be nearly as bad if there was an automated save feature for the map, but as far as I've looked i've not found any. Also I have the problem of it crashing While saving which is just delightful.
Fourth Suggestion: I'd like more variety in brush shapes for carving out caves or adjusting the terrain, I find it hard to get some of the details i'd like with the circle brush alone.
Fifth Suggestion: Allow default settings for AI upon creating a new map, I like to start by drawing out the rooms with nothing but floors just to map out the area, however it has been a minor annoyance - key word: minor, I do not prioritize this suggestion personally - that I will not adjust the AI settings to my likings upon starting a new map, which sure it could be argued that I am forgetful, and you'd be correct, however I am also working to create ~20 maps a day to be up to date for our weekly campaign. (We do 8 hour sessions so I need to get a big asset prep beforehand)
Sixth Suggestion: I don't know how the rating for steam handles carcasses as placeable props, however since there is a skeleton, i'd at least like more skeletal poses, hunched down against the wall, hanging upside down from shackles, skulls on spikes, I have read the many statements about shying away from blood, but the skeleton is free game I'd imagine with what is already there.
Seventh Suggestion: I am aware of abstract objects being a way to import new textures and etc. into the system, however I would very much enjoy a built-in software addition that allows you to edit and paint over a mesh without having to go through another software.
Eighth Suggestion: More ambient effects; we do have fog and etc. as one of the optional effects, theres the lightning too, I'd love to get an effect of wind that slides a distorting effect over grassy terrain to imitate it shifting in the wind, or a dust storm, leaves falling.
The main takeaway I have had in my experience with dungeon alchemist is that it is everything i've been looking for in a map asset designer. . . just without everything I need in it, more than anything else the lack of prop variety makes it hard to really add personality to high detail room designs. I am honestly not fussy over which props are added or why or how, I would just like to have more to work with, and that goes to the developers and the community, It saddens me that the workshop for asset designs is primarily dominated by 3-5 people. The flaws in lack of variety that the engine naturally provides could easily be made up with if there was a strong modding community, but im finding that after browsing the entire asset section of the workshop (56 pages, not as much as you'd think) I found myself still missing some of the things I was hoping to find. I appreciate anyone who took the time to read this far into this paragraph, maniac driven rant and I wish you all the best of day.
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