Firestorm185
Rogue Tal-9's have gained access to Robo Ready's servers, and have converted the company's website into a stronghold, rerouting any who log onto it to a virus site! This site is causing technology to go haywire, spreading mayhem throughout metropolis! They have created a dungeon-like complex inside the server cores, where they are creating their next plan of attack against the humans. You, Agent 34, have been tasked with entering this strange server, named the Insta-Dungeon, and destroying all rogue AI's that take refuge there. After all, it would cost too much for RoboReady to simply buy new servers, so they'd rather send a human into the network to cleanse it. They know you have what it takes to complete this job, 34, so now the question is: Do you Accept?



previewimg.png  ^ Version 1.5 of the dungeon room models ^

Room Previews.jpg  ^ Version 2.0 of the dungeon room Models! Now with more dungeon! ^
            
- Description -
Alrighty guys! So this is my biggest mod project yet, and it's just in the very early stages right now, but it'll be pretty huge by the time I finish! This is a randomly generated dungeon crawler mod! Currently it generates a random, 4x4 dungeon out of the 5 room types shown above (the preview image also shows off the end walls, room walls and ceilings) and each type of dungeon room has a different set of enemies in it (except the blank room and corridor room I believe).

I recommend, (as always with maps) to use the locomotion mod (see the player mods section of this site for that one) for the most immersive experience! Having to walk through the doors makes it much more fun!

Enjoy!

- Downloads & Links -
V1 - Dungeon_Master_Map.robo     
Google Drive Link - https://goo.gl/f6R3Qt
V2 - Dungeon_Master_MapV2.robo     
Google Drive Link - https://goo.gl/LFDBb3
V3 - Dungeon_Master_MapV3.robo     
Google Drive Link - https://goo.gl/cnMGp9
V4 - Dungeon_Master_MapV4.robo     
Google Drive Link - https://goo.gl/wAJGki
V5 - Dungeon_Master_MapV5.robo     
Google Drive Link - https://goo.gl/6NESmf
V6 - Dungeon_Master_MapV6.robo     
Google Drive Link - https://goo.gl/fRQN5W
V7 - Dungeon_Master_MapV7.robo     
Google Drive Link - https://goo.gl/Ef8Ruf
V8 - Dungeon_Master_MapV8.robo     
Google Drive Link - https://goo.gl/MbMgve
V9 - Dungeon_Master_MapV9.robo     
Google Drive Link - https://goo.gl/ScggL5
V10 - Dungeon_Master_MapV10.robo     
Google Drive Link -  https://goo.gl/acXUw7
V11 -

- Patch Notes -
This is a wip version, so obviously it's not extremely polished yet. However, with each update I'm introducing new features! This update includes:

- Level completion! Now when all the enemies in the dungeon are defeated, the level complete chime will play and teleport you back to the hub! (still figuring out how to just reload the level from within blueprint. Also made the blank rooms boss rooms, with 1 big bot in each. They're pretty easy to take out with a sword or automatic gun right now, but it's still pretty fun. ^^

bugs addressed in this update - 

-- If you try out version 9, just be wary that it's not a stable version. At the time I was still working on getting the spawning and end of level systems ready, and there's a bug at the end when you defeat the last enemy that makes a very annoying sound. 

Known Bugs -

- Currently, the doors can shut on top of you. You can just teleport away, but it's kinda annoying. Also there's a possibility to accidentally teleport into the wall next to the door and you'll just have to  teleport out there as well. This problem is fixed with the locomotion mod, since you rarely teleport. 

- Due to the nature of level streaming, interactive objects that you want to quantify (aka enemies) must be spawned in manually through the persistent level's blueprint, rather than placed in every sub level (which is what the room geometries are). The current way I'm doing this is kinda just stuck right after each block is spawned, but because it happens after the gameplay starts rather than during the loading screen, sometimes a few enemies in levels will fall through the floor before play begins. There will always be plenty to fight, you may just encounter a few rooms with no enemies every now and then.

- Sometimes smacking a robot with a melee weapon (Aka sword) will cause them to glitch into the floor, contorting their body in weird ways. Just shoot them to fix that. XD

- I don't know why, but enemies spawned in the same room will sometimes bump into each other enough times to kill themselves, although they spawn at massively different locations in each room. I don't know why that is yet.

Ideas for upcoming features - 

- So yeah, along with the new way for each room to work, I'd like to have them all report back to the persistent level what room type they are and then the persistent level would compile an array of locations and colors for each sub-level's room theme and generate a map that will appear on the player's wrist as little squares (probably with the player as a red arrow or something) and then the arrow would move through the map as the player moves. that's a LONG ways off though.
-- Now that enemies are spawned in the persistent level, this could be a feasible feature sometime in the future.

- Need to make the lighting more moody and dark. It's nice to be able to see everything right now, but it doesn't look very dungeon-y when it's this bright.

- It's pretty easy to get lost in the maze now, and if you defeat all the enemies and want to leave you have to use the pause menu to restart or go back to the hub. However, now that the basics of the mod are done, I want to add some code to count how many enemies there are, and then if you defeat them all have it reload the level automatically. (I tried this late last night, but since there is no way to talk between sublevels and persistent levels in this version of the mod editor, and the enemies are streamed in from the sub-levels, I'm going to have to get a bit more creative.)
-- So obviously that was what this update was all about! Now the level will flow smoothly to completion and now all that's left to do is send the level back to the beginning instead of right to the hub! Hope you enjoy this latest release!
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
Version 10 released! Patch Notes above. ^^

Note: Please remember to delete old mod versions from your Robo Recall plugins folder before installing a new version. The plugin folder can be found in *Insert drive letter here*:\Program Files\Oculus\Software\Software\epic-games-odin\RoboRecall\Plugins

Note: Due to the way this level generates, if you have the locomotion mod enabled you may fall through the floor during the first load of the level. If you pause and reload the level if you fall through the floor, it should work correctly the second time. Unfortunately I cannot just teleport the player where I want them after the dungeon finishes or I would just respawn you. There is currently no way to forcibly teleport the player, as far as I know.
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Rojoz
I cant load in 🙁 just stays at loading screen, but I can pickup weapons
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Firestorm185
How strange, it works flawlessly for me every time. Are you sure you don't have another mod installed that conflicts with it?
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
Quote 0 0