I am working on a Unity asset called the Dungeon Master. It is a level generator that does a lot of cool things: like creating multiple levels and connecting them, it handles rendering, it creates maps and minimaps, it has a lock and key system, it has a spawning system... it has a lot of features.
And it works so well with Invector's character controller!
I plan to release the asset in a couple of weeks (maybe a couple of months if I hit a roadblock). I will supply a demo of the project to see what it looks like at runtime and it will use the Basic Locomotion Pack. I'm very excited about this!
Here is a little presentation video:
You can already see a demo in action in one of the tutorial I uploaded on YouTube.
Absolutely! In the tutorial video I'm going for quick results so I demonstrate a basic dungeon that only has a ground floor, but you can create levels with many floors and use ladders, stairs, elevators to reach the other floors.
For example, the ladders and moving platforms provided with the Invector 3rd Person control would do just fine.
Here is a screenshot of a dungeon that is 4 stories high, the dungeon is done with only 6 different rooms, that's why there is not many variation and very few spawnables are configured also (I think only 3). But hopefully, you get the idea.
@zeldalink33 : There are a couple of things to consider here: I haven't tried the Dungeon Master in a multiplayer setup and I didn't really designed it with multiplayer in mind. That being said, I will provide the source code with the Dungeon Master. So you can extend and and modify it to fit your needs. But that's probably not what you want to hear. So I'll say this: the spawnables can spawn any prefab you want. So, for example, if you spawn a monster that already has system in place to share information with the same monster in the world of other players, then spawning this monster with the Dungeon Master or with other means should not be so different.
For the open world thing, I looked at a video of Zelda Breath of the Wild and, although the Dungeon Master can do outdoors, you will probably have a difficult time to generate fancy topography. It's not impossible, but it would be a lot of work. My suggestion would be to find an asset to generate your outdoors (they will probably look more natural and you would have an easier time with it) and you can use the Dungeon Master to attach dungeons to this outside world. So the Dungeon Master would create caves, castles and other closed off environments and they wouldn't be taxing your resources much because they would be dormant until your character gets close and they start rendering themselves.
I have not set a price for the asset yet, but it won't be free. I suppose it will be of a similar price to the other level generators on the asset store, I have to discuss with Unity about this.
The only thing I'm not sure about is the waypoint system of the Invector melee combat for the AI. I have to investigate this. But I will definitely get to it since I was planning to use Invector melee template (and hopefully the shooter template too very soon) combined with the Dungeon Maser in my own game. So if there are compatibility issues, I will solve them eventually. :D
I decided to take the small project I created for the quick dungeon setup YouTube tutorial and turn into a full mini-game that will showcase what can be done with the Dungeon Master. Here is screenshot preview of a multi-floor sewer level generated in 0.3 seconds. There is quite a lot of variety.
The asset on display here is the 3dForge SewerKit. It's perfect for the Dungeon Master!