|
Post by tharindu on Mar 21, 2017 18:15:39 GMT
Unity Asset Store Sellfy
this asset has not been updated in quite a while and is incompatible with the latest controller. Use at your own risk. Are you serious about making an RPG with the Invector Controller as its heart ? Tired of trying to integrate with third party assets and failing whenever the third party decides to upgrade ? If so, this is for you Create quests / Buy and Sell items from vendors / Save and Load a variety of things across scenes / Get Experience / Improve Stats and more!!! [v1.2.2]Invector Melee 2.3.2 / Shooter 1.2.2 [NOTE] : It is required that the Melee / Shooter package be present for the Addon's demo scene to work. If neither is present, nothing will work as no scripts or 3d models have been brought from that package.
The RPG pack for Invector from EviLA's Assets is a collection of systems and scripts meant as a starting point for those of you trying to build an RPG on your own. It comes with
1. A quest system that allows you to add different quests to your game and modify them with several attributes to create variety and uniqueness among quests.
2. A runtime spawning system that works hand in hand or without the quest system above, to help you spawn enemies on meshes and terrains.
3. A vendor system, where you create sellers for various items. The vendor system comes with a currency system as well.
4. A cross scene save/load system, that helps you save and load your game. It is very extensible and requires a moderate level of scripting knowledge to work with. Currently supports saving inventory, chest states, animations etc etc etc and you can extend it to work for what you want by customizing.
5. An experience system, which comes with two different prebuilt levelling/experience functions with the ability extend and add your own. It is extensible but requires a moderate level of scripting knowledge to work with.
6. A stat system that comes bundled with the experience system, where you're able to set specific trends, for certain properties of the player or items that can be improved upon leveling up. For example player health or weapon damage, stamina costs etc. Fall off curves can also be determine how a trend behaves as the player levels up.
7.A menu system that works with the scene save/load system
All of the scripts will be continuously supported and updated in correspondence to all updates to Invector controller.
If any third party integrations are needed, I'll be happy to take a look and see what I can do if I own the asset.
|
|
|
Post by Invector on Mar 21, 2017 18:29:31 GMT
lol that's quite awesome! We really love to see modifications such as this one
|
|
|
Post by tharindu on Mar 21, 2017 18:37:29 GMT
lol that's quite awesome! We really love to see modifications such as this one Thank you so much man <3 This controller has honestly made Unity more fun for me than the standard controller in the engine ever did. I would really appreciate any advice and pointers to make this more invector friendly.
|
|
|
Post by jrackley on Mar 21, 2017 18:49:49 GMT
Looks very cool, nice job!
|
|
|
Post by tharindu on Apr 3, 2017 7:43:21 GMT
Progress so far and a simple demo video of the quests. Still using the Item Manager UI layout. This will change eventually. * Merged the Quest System with the Item Manager code itself since they both function similarly and almost all the time with each other. While this may not look very desirable the item manager can be separately used without the need for quest manager component to operate. * Two quest types implemented * Gathering * Assassinate / Destroy *In an open world game quests can be completed before hand without the player knowing, and these quests will be shown as completed when the player accepts the quest. Video link below drive.google.com/open?id=0B5maePrnUb2-bzkxQmhSY0FpNHcdrive.google.com/open?id=0B5maePrnUb2-bzkxQmhSY0FpNHc
|
|
|
Post by jgiroux on Apr 3, 2017 18:21:16 GMT
This is shaping up to be a fantastic looking add-on! well done... question, how hard would it be to implement our own UI overlay of accepted quests to show on game screen? similar to many RPG/MMO styles. or what are the chances this could make it into the build version?
|
|
|
Post by tharindu on Apr 4, 2017 2:01:24 GMT
This is shaping up to be a fantastic looking add-on! well done... question, how hard would it be to implement our own UI overlay of accepted quests to show on game screen? similar to many RPG/MMO styles. or what are the chances this could make it into the build version? Thanks jgiroux. It's good to hear positive feedback on this :D It shouldn't be too difficult. As of now this is very tightly coupled with the item manager so if you're using your own UI I think you need to stick to some things that Invector has done. For instance like the item manager has a vItemSlot and vItemWindow and vItemWindowDisplay scripts in UI components, that handle item manager's UI logic. I have made the quest counterparts. You'll need to follow that pattern with the quest system. However at the end of the day it's just a couple of scripts which absolutely work with the data and less coupled to the UI components. So the idea is to change the layout of the UI but stick to Invector's UI component hierarchy. This allows room for changing the layout and not let the code be affected. I will see if I can squeeze in a video after implementing a custom UI like you've requested. I am currently working on adding secondary quests to a quest. This will let me make advanced quests. Like for instance I can have a quest that says kill the bear and bring me his bones. The first secondary quest would be to kill the bear and then the second one to collect the bones he drops. I also intend to make the secondary quests have an optional flag so they don't have to be completed. So many things I want to do and I am really excited for this. If this ends up good enough I hope Invector might incorporate it as an addon. I will definitely make sure it reaches a build version. It's just that I am currently investing only a couple of hours a day on this with my job :( There's one thing about Invector classes that I would really like them to do if possible. I'm not sure if it's possible in unity. But if the classes are partial classes it would really help maintaining readable code and addons.
|
|
|
Post by tharindu on Apr 4, 2017 3:28:57 GMT
jgiroux The image below is the item manager, just changed the content management of the grid layout. I intend to do something similar for the quests and make the background transparent so I end up with something like what you may actually want
|
|
|
Post by jgiroux on Apr 4, 2017 15:24:30 GMT
Awesome!
I , for one, am no stranger to Invector code, so if you think it can be done with what they have in vmanager, thats good enough for me!
even without, i really like how you kept the Invector Theme with this.
will you be selling this in the asset store when complete? and if so, what price range were you looking at? you may wish to contact Invector team by message and ask if they mind you selling an Add-On. as long as you arent including any of their core scripts you should be fine.
which brings me to a point you made about having to edit their code. if you seperate your code that needs to replace Invector code you can always just have a README included that has the parts of the code that you (as the builder) would need to replace. That way you arent including any invector code in your own asset.
just a thought.
but yeah, totally dig what you are doing here.!!
|
|
|
Post by tharindu on Apr 4, 2017 16:33:38 GMT
Awesome! I , for one, am no stranger to Invector code, so if you think it can be done with what they have in vmanager, thats good enough for me! even without, i really like how you kept the Invector Theme with this. will you be selling this in the asset store when complete? and if so, what price range were you looking at? you may wish to contact Invector team by message and ask if they mind you selling an Add-On. as long as you arent including any of their core scripts you should be fine. which brings me to a point you made about having to edit their code. if you seperate your code that needs to replace Invector code you can always just have a README included that has the parts of the code that you (as the builder) would need to replace. That way you arent including any invector code in your own asset. just a thought. but yeah, totally dig what you are doing here.!! Haha I know xD you have written a majestic addon and delivered it to the community for free and I can never top that! Thanks a lot for the positive feedback man. I'm really glad I am getting an opinion from you here. I am trying my best to stick to the Invector theme and their style of code because it's easier to implement and extend. It also helps that it looks familiar. I still haven't thought about a price range because I haven't implemented a lot of the features I want in it. But I don't intend to make it an expensive addon. What personally drives me to do this addon is that I completely enjoy writing it :D Thanks for the idea about including chunks of the code and the Readme file. I think it is a very smart move and I hope Invector would be alright if I sell it that way. I hope they will be okay with me selling the addon. I will make sure it's in a level I can sell and optimized to the best of my ability before I reach out to them. I am also planning to support the use of VIDE dialogs to have conversations with the quest NPCs or just the player. Here's an example of what I did sometime ago with VIDE, the dialog is the player talking to himself near a well. It's free so I bet people will love an integration. drive.google.com/file/d/0B5maePrnUb2-M00wRmprRnAtQm8/view?usp=drivesdk
|
|
|
Post by tharindu on Apr 7, 2017 18:55:50 GMT
Guys I have a new progress update. Please see top of page for what's new
|
|
|
Post by tharindu on Apr 10, 2017 15:11:15 GMT
New progress update. Please see top of thread. Sorry for bringing in smaller updates, but I am planning to implement smaller sets of features in shorter time periods which makes things easy for me since this is not my full time job. It helps keep things in perspective too.
I am thinking of implementing a few more quest types. Currently planned for
1. Discover (Discover an area) quest 2. Escort quest 3. Multiple Assassination quest
If you have more ideas for quests to implement, I'd be glad to put them on depending on its feasibility.
|
|
|
Post by rbm on Apr 18, 2017 15:39:27 GMT
how can I get quest system?
|
|
|
Post by shadex on Apr 18, 2017 18:23:01 GMT
New progress update. Please see top of thread. Sorry for bringing in smaller updates, but I am planning to implement smaller sets of features in shorter time periods which makes things easy for me since this is not my full time job. It helps keep things in perspective too. I am thinking of implementing a few more quest types. Currently planned for 1. Discover (Discover an area) quest 2. Escort quest 3. Multiple Assassination quest If you have more ideas for quests to implement, I'd be glad to put them on depending on its feasibility. There are only 5 types of quests in general. Kill Quests (Kill single enemy, kill X number of Y or even more rare, kill X with way / object Y) Rescue / Escort Quests (go to X to save Y, Bring X to Y) Fetch Quest (Bring object (key, weapon, item) to someone or somewhere) Discovery Quest (Find a person, place or thing) Escape Quest (Leave Area) Escape is pretty much handled like a discovery quest. I think the dialog system sounds awesome. I've no experience using it, no idea how powerful it is, but i think a dialog system of some sort needs to be in almost any quest system in some fashion. Great work here! this thing looks wonderful.
|
|
|
Post by tharindu on Apr 19, 2017 2:09:04 GMT
how can I get quest system? It's not finished yet and I cannot commit to a release date as of now I have a few things to clarify with InVector before I go ahead with a release since the code has some integration with the item manager and UI code. I also don't intend to release this addon for free, but I promise it will be affordable.
|
|