It will be for the latest versions of invector. Unity version shouldn't be an issue. I haven't decided on which AI to use but I will make it so you can use any AI system with appropriate bridging.
woo hotlink works to my discord uploads. SO as you can see above the new system for activation is working nicely. I have also implemented a very basic skill check. Using the base stats, you can now put in difficulty checks. So you can say to open door a you need to score 18 points on a strength check. My little equation takes the strength of the player character and does a random value between a range based on that stat, and adds in a little bit of luck too ;) if that amount is greater than the required number, you pass the check!
hasn't hooked in directly to stopping the player from the interaction, but I just need to add events on the pass/fail result and then I can tie that back pretty easily.
As for everything else, it's coming along slowly but working well!
Last Edit: May 18, 2019 2:30:43 GMT by uberwiggett
haha ok that was way easier than I expected... literally one line of code, then I was able to get rid of a few more lines too! have to add in the ability to select which skill to test from the skill script itself, and just link to a general "start check" function. Also have to clean up some of the leftover stuff like the stuck animation with no canvas and the re-occurring canvas post success.
ok finally completed all I need for the skillchecks, now it functions completely, turning off the check device in the process, but you can always have another way to turn it on if you want to reset a trap etc, but codewise, I have completed the enum based system for checks and it's a single script! yay
A bit under the weather past few days so I haven't progressed with this, but about to sit down now. I'm also looking at the depth and scope of this and seeing that it's going way deeper than I first thought! which is great for everyone, but I am starting to get lured by the idea of making profit. Don't worry though, the addon will still be free, I promised this and I don't feel right to release it for sale after promising it to be free. However I am thinking I may open up a donation tool for people if they feel they want to contribute, I already have an itch.io account so maybe I can use that.
Also looking at the system, I know a lot of you want to get your hands on it soon, so I am thinking of limiting the scope in stages. Originally I wanted everything to be really open, so from the start you determine what skills etc, but that's going to take a lot more work as I have to write the mechanics a certain way, but if I hard code everything like I have done for the current setup, you can get a functional player stat/abilities/skills system sooner, you just won't be able to add new stuff until I reach the next stage which opens it up. I think once I release the first stage I will open up the donation options and release a video on YT showing how to implement it.
It will have its own armour and magic spell systems, won't likely look like those though. Also I have decided the way forward for it, I will produce a free version, where the stats and equations are all preset. This way I can easily distribute it and show how to use it in a video series. After that I will release a version where you can openly edit the equations, make your own skills etc and put that one up as a paid add on. I'm just working through some issues I have now with the damage bridge, once that is sorted I will release the first test version.
Very close to opening up the early release for testing on various Unity builds, Included will be the basic player stats and the damage bridge. I may also add in the skillcheck system so you can throw that onto doors etc but it is very basic.
More info on it, the free version will be hardcoded equations, but the player stats are setup so you can use them with any theme (medieval fantasy or post apoc sci-fi/future etc). This way you can prototype the system you want or even make a small skyrim/fallout clone. The pro version will be opened up so you can edit the stats and equations and create your own system using the framework, giving you more power to do things but also needs more work to create. I think this is the best way because it strikes a balance for those who want more vs those new to game development.
As for the test phase, we have been building this in 2019.3 beta because we needed to test a few things and have the same version to collab. But the use of the scripts shouldn't have conflict in other Unity builds, however I want to test it out from 2018.3 onwards, so if you want to take part in the test, please reply here with what unity build you are currently using and if selected I will message you with a download link when it's ready.