[WIP] UBERRPG - RPG Controller Template
Feb 15, 2020 15:00:56 GMT
Invector, sjmtech, and 5 more like this
Post by uberwiggett on Feb 15, 2020 15:00:56 GMT
Ok guys, I've been going over plans for creating a new RPG addon due to the incessant demand for the "one button build my game" solution a lot of you seem to want. So far I've made several free systems that are easy to implement and only need a little bit of knowledge to alter and extend, but people are still demanding more template features from both myself and Invector.
So that brings me to my next addon;
It's important to note that the Invector template has always been based around generic features so that they don't shoehorn developers into one particular genre of game. This mentality has made Invector one of the best asset developers in the store (imo!), and it's crushing to keep seeing people post demands for new features that are very genre specific, and it feels as though they aren't able to progress their games unless it's done for them. I strongly encourage everyone here to learn even just a little bit of coding. I don't mean become immensely c# savvy, but over the past 3 or so years of playing with Invector, it's only been the last 6 months that I've actually started learning c#. I am by no means great at it, but I can troubleshoot a lot of things and alter bits to achieve what I want. And I did all that through actually reading the code and getting to understand it. Those pesky compile errors you get will become child's play once you start seeing the patterns in them or recognising what it's actually trying to tell you. You'll be able to identify what each function in the Invector code is doing and that will help you figure out what you need to alter to get that feature you desire. I have tried to encourage this in my addons and videos by showing you the code and what each part does so you can use your own logic patterns to come up with cool new things. I want to continue to encourage that, but I also want to take the burden off Invector to give noobs the ability to make their template shine.
So that brings me to my next addon;
UBERRPG : RPG CONTROLLER TEMPLATE
My next addon will be the culmination of my other free component addons, with a bunch more stuff thrown in. I intend on making it a simple drop in art assets and text and hit play. Yes I am aiming for the "one button make my game" functionality. By this, I mean that you won't be required to modify c# scripts or learn to code. You'll be faced with in editor menus for things, and able to drop prefabs into them etc etc. There will be some systems that will allow you to modify certain parts of the code via the editor menu, in this I am referring to things like damage equations etc, this is to allow for some uniqueness to each project.
What is in it:
I will have my current addons, including the mana controller, rpg stats system (different to the one currently available), Spellcasting and many other requested features like crafting and vendors. It will also require a quest and a dialogue system to function, however more on that below.
How:
I am going to open to the floor the feature list that you guys want to see in the template. The reason for this is so I can get a clear indication of what you guys want to have in the system to make your one click game project. I have pointed to the features above, but there may be more that some of you would like (that aren't delivered in the base template kits). So for the next week I will allow people to comment here with what features they'd like included in the template. Keep them specific to an RPG. At the end of the week I will look them over and decide which ones will be added. Once I have this info, I will prepare a write up for the project, which I intend to take to kickstarter. The backer price will depend on the features included in the package, at the end of the data collection I will give an overall goal for the kickstarter and divide it up to keep the costs per user as low as feasible. Please note, I do not intend to sell the package when it's done. That means that if successful, at some stage this pack will be released publicly for free. However, this will be long after it is completed and delivered to backers (possibly a year). This means if you want to make something with it soon you will have to back the project (this is to incentivise backers rather than have people waiting and not getting it funded). There is no garauntee that the public release will be bug free with whatever new Invector template is available at the time, but backers will have a support period for updates.
Points to consider for feature Requests:
I may edit this post over the next week to include more information should the need arise. For now though, get commenting!
edits:
I also forgot, for the AI, I am thinking I will utilise emerald AI as well as the standard invector AI.
Spell System: will allow player to equip magic weapons or cast spells that will drain mana points. Weapons can have alternate magic affects and damage, spells can range from free target to locked target, self/aura, imbue and AOE. utilising the base shooter system for aiming/targeting.
vendor: a simple system for using an NPC to grant the player items via using a currency. no economy system, just the ability to create a list of stock for an npc.
Stash: I don't intend to include a stash system
Carry Weight: this is an optional system which can be created if people request it. Can also make it a toggle in case people want a mix.
What is in it:
I will have my current addons, including the mana controller, rpg stats system (different to the one currently available), Spellcasting and many other requested features like crafting and vendors. It will also require a quest and a dialogue system to function, however more on that below.
How:
I am going to open to the floor the feature list that you guys want to see in the template. The reason for this is so I can get a clear indication of what you guys want to have in the system to make your one click game project. I have pointed to the features above, but there may be more that some of you would like (that aren't delivered in the base template kits). So for the next week I will allow people to comment here with what features they'd like included in the template. Keep them specific to an RPG. At the end of the week I will look them over and decide which ones will be added. Once I have this info, I will prepare a write up for the project, which I intend to take to kickstarter. The backer price will depend on the features included in the package, at the end of the data collection I will give an overall goal for the kickstarter and divide it up to keep the costs per user as low as feasible. Please note, I do not intend to sell the package when it's done. That means that if successful, at some stage this pack will be released publicly for free. However, this will be long after it is completed and delivered to backers (possibly a year). This means if you want to make something with it soon you will have to back the project (this is to incentivise backers rather than have people waiting and not getting it funded). There is no garauntee that the public release will be bug free with whatever new Invector template is available at the time, but backers will have a support period for updates.
Points to consider for feature Requests:
- Cost vs Feature: The more detailed or intricate a feature the longer it will take and the more it will cost
- Quest/Dialogue Extension: Please consider if you want an in house solution for Quests/Dialogue (more time+cost and not extendable) or if you'd prefer to use a system that simply has functions that can be called from third party Quest/Dialogue assets (aka Quest machine, Dialogue System for Unity : Less cost and time but will require you to provide a third party solution)
- Provide example where possible: If you have a specific idea in mind for a feature, and you can provide pictures or video examples, please include that with your comment.
- Menu & Save: This feature is also a pretty costly one, it can be left out in favour of a third party system, or a very closed system included for a higher cost.
- Timeline: Video game development is a hobby for me, I work a regular job for my income and that work sees me often having to take trips away, sometimes very long trips away. I have factored this into my planning process for a successful project, and my current scheduling will mean an extra cost so that I can utilise assistance from other freelance coders so I can get the product to backers before any major hinderance to my availability. But the nature of it is that it is subject to radical change, so please bear this in mind when deciding on features and if you want to back the project.
I may edit this post over the next week to include more information should the need arise. For now though, get commenting!
edits:
I also forgot, for the AI, I am thinking I will utilise emerald AI as well as the standard invector AI.
Spell System: will allow player to equip magic weapons or cast spells that will drain mana points. Weapons can have alternate magic affects and damage, spells can range from free target to locked target, self/aura, imbue and AOE. utilising the base shooter system for aiming/targeting.
vendor: a simple system for using an NPC to grant the player items via using a currency. no economy system, just the ability to create a list of stock for an npc.
Stash: I don't intend to include a stash system
Carry Weight: this is an optional system which can be created if people request it. Can also make it a toggle in case people want a mix.