The itch io page has been updated with the new version that includes the hotfix and the vendor system. Next I'm looking at implementing a separate script to allow for easy switching of armour equipment with the synty modular kit, but might also work with any other skinned mesh renderer setup.
edit: forgot the script that allows you to dictate which profile to use xD you can either use one profile for all your shops and set it directly, or you can use the patch script that allows you to send the different profiles.
Last Edit: Jun 24, 2020 2:55:36 GMT by uberwiggett
Hey mate what problem are you having with it? The demo scene should be set up to show it, but if you've made your own controller you'll need to relink the references. I havent been able to make in depth videos on each facet yet but if your having trouble let me know and I can look into it
Update 1.2 is live on the itch store, it comes with the Vendor system and the new Armour Mesh system that allows you to switch between skinned mesh renderers. It's built for the synty models but the demo shows how to use it on the invector model. If you're using the synty modular hero pack (o another similar structure for models) let me know on the discord and I can show you how to set it up.
This system already allows for equippable armours with different bonuses and character classes. But what you ask for is a lot, and a lot of it is already done with integrations with other asset kits that do a far better job of each thing. I think that if you want the holistic approach, you are better off checking out complete RPG kit for unreal editor, www.unrealengine.com/marketplace/en-US/product/complete-rpg
it has all those things you want put together into one package where you only have to modify the art assets.
Hello, I have been working lately and I have made some extra money that I can invest into more assets for Unity; although I do not want to cobble together 15 different gameplay mechanical assets and have the project implode.
I have not worked with Unreal engine and I have some plans to use map assets and tools within Unity and for myself I would rather have one developer to work with when I can on gameplay aspects rather than 3 or 4. This is in part for a lot of the time people quit and stop working on an asset and I can run into some issues of bugs. I have a plan of using more than just Invector++ and I wish to combine the asset with other powerful map tool assets.
Do you have any issues about working over a long period of time? I have never met yourself and I am, not sure what your preferred way of working is so I have to guess and or ask questions. I know from contracting work with construction, cedar salvage / milling and land clearing with heavy equipment that it takes a few really competent people, paid well to run a crewed system smoothly. I am willing to pay for development work and I already have a buffer of at least $500 to spend immediately if I can find the right help.
I am going to have to spend more than that on map assets and tools although I need to find powerful and efficient tools that I can work with to 'block out' a working demo that is mechanically complete. For myself there is no sense in starting with the map first when I have a lot of work to do first with the core gameplay mechanics where the bulk of the RPG player interaction revolves around. Yet I understand that this is the point where I have to seek professional help from without.
If there are any questions and or advice that you have I am all ears. I am seeking help to build more features onto Invector's physics combat engine and I am willing to invest into this endeavour. The more communication in this the better. I heard mention of a discord server yet I could not find a link. Perhaps with more communication both parties can be enlightened or at least understand each other better XD.
Either way please tell your plans for the next set of ideas that you have going forward. I am really hopeful that I can find talented help here on the Invector forums. Although the proof is in the pudding.
Last Edit: Jun 26, 2020 9:09:32 GMT by WithinAmnesia
A single payment of $500 is no where near enough to cover the expenses for coding what you're after. I understand the dismay at putting various systems coded by different people together, over the past few years there is always a hiccup or a flaw that by the time it is ironed out, new versions of the other pieces are around and a new piece breaks. But unity is meant to be designed to do this, to utilise the systems available from multiple sources, and so far, all the things you ask for have purpose built solutions with several years development behind them with integration packages for Invector. These packs themselves all up would be around $200 USD, especially if you pick them up during sales.
The amount of time required to get a singular RPG package up to the quality and depth of these other packages is just too great, it would be 6 months to 1 year before you had a working build, but you also have to understand the aftercare is just as bad. By the time you've created the working build, the template has changed several iterations, and with every unity/invector update you will be required to provide ongoing support to the package, that $500 would have covered the first half of the first week of development.... You will never sell the kit at a reasonable enough price point to cover the costs. That is why for my pack, I create it with simple systems that don't require a lot of effort to maintain, and I rely on integration with other assets (that again I have to insist, are far better than what I would provide) to maintain their modules with all the updates.
For a more specific list, you really would only need one of the community RPG kits, HAP, Quest Machine and Dialogue for Unity. Pretty sure just those would cover off on the list of things you want, and with a competent team you'd fly through development rather quickly. I am using those three things plus some more to handle AI. Though if you are after a tip, a well trained crew will only be good with competent management, so I strongly suggest you learn the ins and outs of Invector and Unity C# before yu go sinking money into a project.
TLDR; $500 will get you one competent coder for about 2-3 days work.
A single payment of $500 is no where near enough to cover the expenses for coding what you're after. I understand the dismay at putting various systems coded by different people together, over the past few years there is always a hiccup or a flaw that by the time it is ironed out, new versions of the other pieces are around and a new piece breaks. But unity is meant to be designed to do this, to utilise the systems available from multiple sources, and so far, all the things you ask for have purpose built solutions with several years development behind them with integration packages for Invector. These packs themselves all up would be around $200 USD, especially if you pick them up during sales.
The amount of time required to get a singular RPG package up to the quality and depth of these other packages is just too great, it would be 6 months to 1 year before you had a working build, but you also have to understand the aftercare is just as bad. By the time you've created the working build, the template has changed several iterations, and with every unity/invector update you will be required to provide ongoing support to the package, that $500 would have covered the first half of the first week of development.... You will never sell the kit at a reasonable enough price point to cover the costs. That is why for my pack, I create it with simple systems that don't require a lot of effort to maintain, and I rely on integration with other assets (that again I have to insist, are far better than what I would provide) to maintain their modules with all the updates.
For a more specific list, you really would only need one of the community RPG kits, HAP, Quest Machine and Dialogue for Unity. Pretty sure just those would cover off on the list of things you want, and with a competent team you'd fly through development rather quickly. I am using those three things plus some more to handle AI. Though if you are after a tip, a well trained crew will only be good with competent management, so I strongly suggest you learn the ins and outs of Invector and Unity C# before yu go sinking money into a project.
TLDR; $500 will get you one competent coder for about 2-3 days work.
Nothing is cheap and $500 amounts to petty cash at the end of the day although I hope it is enough to raise interest and see who is in the community with knowledge and ability. At very least it is a sign of seriousness where it is hard to find solid people. You are right about teams requiring competent leadership for the age old saying is true: shit rolls down hill XD.
With the colossal task of making what amounts to multiple modules / asset systems to create an 'engine' for one talented individual is it better to try and build a community of talented developers even though it will be herding cats rather than over stress one individual? I am really struggling with how much work for one person is too much to pay for and while also asking how big of a community of developers is too big? Is this 7-14 developers? Is the size of a Section (5-14) the maximum one person can manage without imploding from over complexity en.wikipedia.org/wiki/Section_(military_unit) ? Or should I stick to a Fire Team size of developers 2-4 and sink more money into a few people at the risk of over burdening them and explosion of the group?
I have the ability of paying $200 a month at very least without lying and over playing myself and losing what credibility I have earned so far. I want to be trusted so I do not say '~I can pay 10k right now' (that I probably can pay over time). I have no debt, I am co-founder and part operator for a cedar salvage mill corporation (that is really hard work in the north west pacific), even during all the pandemic I have been able to work for I am self employed and still work on a house that is being built for not myself but for the longevity of my family (I am cursed for I cannot take a break from work XD). I am also not a degenerate drug addict nor drunk so I am able to actually deal with difficult situations in life. Everyone is going to have hard times, so if you want to be the master of your own life you need to learn how to be hard yourself when needed, don't buckle under pressure; then people may follow your path for people can begin to trust you to not fail them when times are tough.
I am a tough guy, I do not need to prove this yet this is texted based communication within a digital room of masked figures; thus this is not inherently self evident. I can handle a lot of crap but I am scared to lie to any potential help I can find on here for I am a man of my word. Right now if all hell broke loose I do indeed have a $500 check waiting to go. It is incredibly hard to find talented people and if I lie and over play what strength of position I do have, I stand to potentially lose any in-road and working relationship with the very few people I can turn to and work with to ultimately build a dream I have had for over a decade: make an RPG worth playing; players win first. I know that without properly treating people right (paying them is a start) I have nothing left but hell and burned bridges that I cannot cross that lead into heaven. It is better to be the peasant of everything than to be the king of nothing.
Either way if I can find help even like small things and get talented people together and try to form some type of community this would be a success. I am not looking for exclusivity to use the RPG tools rather if more people can use them, great! Although I do need to find help and I have strengths and weaknesses like everyone else. Yet creating the community of talented people and paying them and doing what ever I can muster to have the operation run smoothly I am up to doing. I just need to look around and asking for help and find who can help and how much can they help, at what cost. Everyone is different so I need to be flexible. At the end of the day I need to find talents and try my best to make it work. I have the above goals of RPG mechanics I am looking to combine into a set of tools for a Unity RPG.
How should I achieve these goals? I do not want to assume that I know more in gathering assets and people together in harmony than yourself or anyone here so I remain curious as to what advice you may have? What strategies should I use at achieve those 10 goals (some are already being solved). I can pay at very least parts of development for even one point or a few points of my goal; I can combine these small working parts over time to find success. I need to find talented people and I want to stay on Unity and use Invector's third person controller for what abilities I do have they are best suited with Unity and building a community. As rumor said on the forums here, the staff of Invector wants to have broad appeal so an RPG module will probably require help from the community talent. Although where can I find these talented people in the community and how many people are there? Is there a Discord channel or a group of friends or if this a needle in a hay stack? What are the options to find talented people here?
You mention community RPG kits, HAP, Quest Machine and Dialogue for Unity. I would be a fool to be blind to other people's assets and efforts toward a shared goal. I need to grow and be stronger with Unity in any scenario. I am wondering where should I invest my efforts to combine RPG assets; yet not make an overly complex monster that implodes with what you mentioned: Death by update, incompatible versions, lack of continued support, slow development of one asset field that leads to bottle necks in other fields. These are serious issues and I am trying to find a way to bridge the gap and or get some talented people to work on a project that is stable and can become a full blooded RPG.
It is really a matter of making friends in the land of strangers for myself. If I can prove my trust to talented people, then that could lead to a deal of work, then I can pay them and or find a way to help them. Hopefully this can leading to new tools for myself and creative community to enjoy and make great games with. For myself this is all in pursuit of Unity creative RPG tools to make a game worth playing.
Last Edit: Jun 28, 2020 4:29:35 GMT by WithinAmnesia
uberwiggett regarding dialogues, I had been making one (node based and all that jazz) when I gave up. I will send you the code on skype when I can. I could probably demo it a little . It's free and a little buggy, but it's working.
thanks mate, I don't think it's something I am going to implement into the package, I am looking at using the dialogue for unity system anyway. But I might have to jump back over to skype, Discord has decided to lock me out of my account and requests a phone number, every time i put it in it says invalid.
edit: have submitted a ticket but I do not hold out much hope of it working, discord support is known for it's use of automated bots that give you dead ends.