Maker Pen Workshop #1: Tomb Heist! & Room Doors++

Note: this is part 3 of a 4-part series on Tomb Heist that started with costumes++ and continued with AI features.

Tomb Heist!

It’s been a while, but just to recap what Tomb Heist! is all about:

Tomb Heist! is the name of the current Maker Pen Workshop we are building internally at Rec Room using only the maker pen. At the end of the project, this would not be released as an #RRO, but rather a community room. As we build it, we’ll be creating and releasing new creative tools.

This is the elevator pitch for Tomb Heist!:

Tomb Heist! is a short, two player co-op experience that emphasizes stealth, and team play. This heist takes place in a long lost tomb hidden away in the depths of the jungle. The goal is to break in, steal the magic idol, and escape. Each player has a purpose in this heist, and you will need both to pull it off. This quest will take place entirely indoors.

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This project is aimed at enhancing the overall quest building experience by adding some new tools and enhancing a lot of the building blocks we have currently... like Room Doors!

Room Doors++

This upgrade of Room Doors brings some substantial and long requested features that help seamlessly tie a room’s experience together.

One of the most valuable additions here is the Player ID pin, which allows you to send individuals, parties, or even everyone in the room via circuit signal. Now, you can now hook up any circuitry you like to trigger a subroom transition, including trigger volumes and buttons. We’re currently exploring fun level transitions for Tomb Heist! 

Using a trigger zone to trigger a subroom transition

Using a trigger zone to trigger a subroom transition

You can also now force creating a new subroom instance each time the door is used, or triggered via circuits. This replicates the functionality you see in #RRO quests like Golden Trophy where as soon as the quest starts, your friends can still go-to you via the watch. This also helps prevent players who aren’t in your party from taking up slots in a four player subroom because they used the door before your friends. This feature will create a more polished experience when used in the right conditions.

A few smaller adjustments we made here are:

  • Party auto-follow is the new default configuration for Room Doors. We felt that staying with your party in general can be difficult when there’s a lot of subrooms involved. This change makes it much easier for everyone to stick together. You can still configure the door to use the other options as always, including the old default, “Ask To Invite Party”.

  • We brought back the hover, door open animation as it’s a really nice piece of visual feedback to get before grabbing the door.

  • We added config options to hide the sign, and the door visual as separate options, making them gadget visible. This in tandem with the Player ID pin addition allows creators to fully customize doors, and is a bit more reliable than sticking maker pen shapes directly on top of the door.

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What’s Left For Tomb Heist!

The last big chunk of work that’s left is related to the recent AI blog post -  that work involves iterating on both circuits v2 as a whole and the new AI chips we’re adding to circuits v2. We’re heads down in the middle of finishing it but eager to share more soon. In the meantime, we appreciate your ongoing feedback as always!

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