tork2
New vMember
Posts: 10
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Post by tork2 on Feb 16, 2018 16:23:51 GMT
Was wondering if there is any ETA on dialog system, and would like to make a request that main character be able to have conversations with companion character, enemies, town folk, and pretty much anything else in the scene, e.g. can talk to himself, can talk to any object, e.g. a rock, a wall, a tree, a cup of coffee, and the rock, wall, tree or cup of coffee can talk back. Also, would be cool if it supports text and audio at the same time if wanted. Hopefully, the text can be in languages other than English, e.g. Japanese, Russian, etc.
Still looking for my RPG solution, and it seems this is coming together nicely. I cant code at all though, so a bit worried. Generally speaking, do you think a non-coder *as in ZERO ability* will be able to use EViLAs RPG Pack?
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Post by tharindu on Feb 16, 2018 17:00:35 GMT
Was wondering if there is any ETA on dialog system, and would like to make a request that main character be able to have conversations with companion character, enemies, town folk, and pretty much anything else in the scene, e.g. can talk to himself, can talk to any object, e.g. a rock, a wall, a tree, a cup of coffee, and the rock, wall, tree or cup of coffee can talk back. Also, would be cool if it supports text and audio at the same time if wanted. Hopefully, the text can be in languages other than English, e.g. Japanese, Russian, etc. Still looking for my RPG solution, and it seems this is coming together nicely. I cant code at all though, so a bit worried. Generally speaking, do you think a non-coder *as in ZERO ability* will be able to use EViLAs RPG Pack? Hello, I am still not making great progress with the dialog system as my da job is getting in the way will take more time and it's hard to give an eta. But the idea is that as long as you can write down as many dialogs as you can, you'll only need to add a script to whatever object you need to have a conversation with and you're good to go. About the second question, well I am very honest lol. So I wouldn't recommend using the rpg pack if you're a complete non coder. The quest system and everything would work well for a certain extent but when you want to start saving the game or write your own Stat methods, without a bit of coding it's gonna be difficult I've had non coders use it and to a good extent so may be I am wrong too.
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Post by tharindu on Feb 16, 2018 17:02:08 GMT
Regarding audio, I hope to do that as well. Localization is a great idea btw, I'll see what I can come up with
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tork2
New vMember
Posts: 10
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Post by tork2 on Feb 17, 2018 6:18:28 GMT
Was wondering if there is any ETA on dialog system, and would like to make a request that main character be able to have conversations with companion character, enemies, town folk, and pretty much anything else in the scene, e.g. can talk to himself, can talk to any object, e.g. a rock, a wall, a tree, a cup of coffee, and the rock, wall, tree or cup of coffee can talk back. Also, would be cool if it supports text and audio at the same time if wanted. Hopefully, the text can be in languages other than English, e.g. Japanese, Russian, etc. Still looking for my RPG solution, and it seems this is coming together nicely. I cant code at all though, so a bit worried. Generally speaking, do you think a non-coder *as in ZERO ability* will be able to use EViLAs RPG Pack? Hello, I am still not making great progress with the dialog system as my da job is getting in the way will take more time and it's hard to give an eta. But the idea is that as long as you can write down as many dialogs as you can, you'll only need to add a script to whatever object you need to have a conversation with and you're good to go. About the second question, well I am very honest lol. So I wouldn't recommend using the rpg pack if you're a complete non coder. The quest system and everything would work well for a certain extent but when you want to start saving the game or write your own Stat methods, without a bit of coding it's gonna be difficult I've had non coders use it and to a good extent so may be I am wrong too. Thank you for the quick reply. The dialog system sounds good, for my situation foreign language text, and audio makes or breaks it for me. Regarding your comment "write your own Stat methods" I did a quick search on google for Stat method and c++, and wasn't sure what it would be used for. So, regarding RPG Pack, creating a game, etc. for what types of situations would Stat methods need to be written? I ask because, not knowing what that means at the moment, if I do know, I can then think with regard to my plans for my game and can then determine if I should still get the RPG Pack. Or, if I could hire somebody to do that for me. So, if possible could you please very briefly describe why a person would need to write Stat methods in relation to making an RPG ? so, I can know if that will apply to my game idea. Do you think some other game save / saving asset available on the asset store would work? Do you think it would be a large project if I were to hire somebody to write a save game asset that will work with Invector/ RPG pack? (or perhaps the save game aspect of RPG Pack, has enough documentation / a video that a person could follow along and figure it out?
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Post by tharindu on Feb 17, 2018 7:22:15 GMT
Hello, I am still not making great progress with the dialog system as my da job is getting in the way will take more time and it's hard to give an eta. But the idea is that as long as you can write down as many dialogs as you can, you'll only need to add a script to whatever object you need to have a conversation with and you're good to go. About the second question, well I am very honest lol. So I wouldn't recommend using the rpg pack if you're a complete non coder. The quest system and everything would work well for a certain extent but when you want to start saving the game or write your own Stat methods, without a bit of coding it's gonna be difficult I've had non coders use it and to a good extent so may be I am wrong too. Thank you for the quick reply. The dialog system sounds good, for my situation foreign language text, and audio makes or breaks it for me. Regarding your comment "write your own Stat methods" I did a quick search on google for Stat method and c++, and wasn't sure what it would be used for. So, regarding RPG Pack, creating a game, etc. for what types of situations would Stat methods need to be written? I ask because, not knowing what that means at the moment, if I do know, I can then think with regard to my plans for my game and can then determine if I should still get the RPG Pack. Or, if I could hire somebody to do that for me. So, if possible could you please very briefly describe why a person would need to write Stat methods in relation to making an RPG ? so, I can know if that will apply to my game idea. Do you think some other game save / saving asset available on the asset store would work? Do you think it would be a large project if I were to hire somebody to write a save game asset that will work with Invector/ RPG pack? (or perhaps the save game aspect of RPG Pack, has enough documentation / a video that a person could follow along and figure it out? Ahh sorry, what I meant by a stat method is something RPG Pack related. I have create a stat system where the stats of a player like max health, max stamina and the like can be improved by leveling up or by collecting items, performing actions and the like. It's flexible, in that you can create your own stats and based on how they are improved, you can do more actions. But you need to be a coder to extend that system. I believe the documentation serves as a good starting point. Same goes to the save system I have in the RPG pack. To be honest, most saving systems that can save a lot of variables require some level of coding. Same goes for the RPG pack. The RPG pack is written in an invector compatible manner so I guess you're covered in that aspect. But again, you need to be able to code, to extend what's available. For instance , as of now, I am able to save things like state of the game object, it's position, rotation, if it has an animator or generic animations, what state are they in and stuff like that. I've also written some customized code to support some of the generic objects that come with invector, like the vSimpleDoor so they serve as examples to someone looking forward to extend the system, along with some decent documentation. That is why I am a bit hesitant to recommend the RPG pack to a complete non-coder. Because extensions will be required at some point as the RPG pack is more of a starting point to make things easier to get started with, as it comes with a set of tools compatible with invector. As for third party options, the most popular save game option is EasySave2 but I believe that too requires some coding experience even though it looks quite straightforward, but I have not used it before so wouldn't really know.
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Post by mightofficiel on Mar 6, 2018 22:37:41 GMT
and what's about the currency system we can collect coins ? and if we make a online game , we can edit the save /load system on a database online ?
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Post by tharindu on Mar 7, 2018 4:51:28 GMT
and what's about the currency system we can collect coins ? and if we make a online game , we can edit the save /load system on a database online ? Hi, Invector isn't meant for making multiplayer games yet. In the same spirit, the RPG pack isn't meant for making multiplayer games either and nope. The save/load system is file based. So if you need it to work with an online database, you will need to write your own adapter. Coins can already be collected in the RPG pack and can be used to trade with vendor NPCs. Regards, Tharindu
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Post by tharindu on Mar 18, 2018 19:22:38 GMT
NOTICE : INVECTOR 1.2 SHOOTER UPDATE
Guys, note that a new invector patch 1.2 has hit the sellfy store. The RPG pack doesn't currently work with the latest namespace changes in the controller code.
I will need sometime to release an update, so before you update to 1.2 Shooter, please bear in mind it'll not work with the current RPG pack release in sellfy and asset store.
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Post by tharindu on Mar 24, 2018 11:14:13 GMT
Updated to work with Invector Melee v2.3 and Invector Shooter v1.2
Sellfy Status - [GO] Asset Store Status - [GO ]
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Post by OmegaCo on Mar 26, 2018 11:52:32 GMT
Im using Easy Main Menu will this be compatible?
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Post by tharindu on Mar 26, 2018 14:37:00 GMT
Im using Easy Main Menu will this be compatible? Hello. There's no compatibility or integration built into it. But there's a main menu in the RPG pack as well but with limited to no functionality. You will have to follow the example to make it work with Easy Main Menu. Shouldn't be too hard if you're not new to unity.
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Post by tharindu on Mar 29, 2018 2:12:48 GMT
Guys just noticed that I had not fixed the scripts in the zip files to the newer Invector namespaces. Sorry about this.
I will patch it over the weekend. Cheers
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Post by darknubis365 on Mar 30, 2018 4:56:57 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.How about daily quests and or event quest types quest that are done on a time basis such as a certain only spawn time.I wish i knew how to write this stuff i myself have been trying to figure out what you can do with the generic animations,havent had much luck plus my internet was off for a moment,But i'll discuss some more ideas with you over skype and if not too hard i'll try practicing at writing this stuff for invector ik novice is hard but im not a regular novice and i learn fast.But i just havent taken the time to learn code as of late do to issues with family health and such
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Post by darknubis365 on Mar 30, 2018 5:05:35 GMT
Also i have a question,I tried using shadex and Rpg pack how do i combine or am i able to create my own inventory prefabs?Another thing i tried doing was adding a food item npc with only food listed cause the way i am designing my game some npcs will have only certain items on the list.I think i had some problems with the listdatas so which to edit and which not to edit?Those of the resources files i tried only using you guys things as a reference because i wish to learn
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Post by tharindu on Mar 30, 2018 5:51:39 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.How about daily quests and or event quest types quest that are done on a time basis such as a certain only spawn time.I wish i knew how to write this stuff i myself have been trying to figure out what you can do with the generic animations,havent had much luck plus my internet was off for a moment,But i'll discuss some more ideas with you over skype and if not too hard i'll try practicing at writing this stuff for invector ik novice is hard but im not a regular novice and i learn fast.But i just havent taken the time to learn code as of late do to issues with family health and such I've created a generic quest action and question action triggers, so any quest can be accepted, declined, made successful or failed. It's been in the update for a long time. There's documentation on it too I believe. Daily quests are a nice idea, but I believe it's more controlled by an external source other than the quest system. For example if the quest provider is not available in the noon and only available in the night, I think it should be controlled by an external script to spawn the provider. Not the RPG pack. Basically what I am trying to say is they can be implemented already and without modifying the RPG pack.
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