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Post by tharindu on Jun 17, 2017 10:50:57 GMT
Taking a page out of Invector's book to improve usability of the quest system. Setup providers, sellers and targets within a couple of minutes Ohh love the way you re purposed that. It's going to be super helpful It gets better. How would you like when your inspector script comes pre-populated with events and the objects required and parameters too! This is the quest provider script with the On player enter and On player exit events automatically populated with the action text objects Making the tool has set me a long way along editor scripting. So much learned yet so much to learn
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Post by shadex on Jun 17, 2017 16:08:05 GMT
Ohh love the way you re purposed that. It's going to be super helpful It gets better. How would you like when your inspector script comes pre-populated with events and the objects required and parameters too! This is the quest provider script with the On player enter and On player exit events automatically populated with the action text objects Making the tool has set me a long way along editor scripting. So much learned yet so much to learn And i Envy that knowledge! So basicly we drop a character in the quest system editor, it pops out and then we have a quest script that prepopulates as well? ohhh interesting! Creating a quest is starting to sound like it will take minutes rather then hours....
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Post by tharindu on Jun 17, 2017 17:44:38 GMT
You can create pick a random model and drop it to the npc creation window, or drop a companion ai or enemy object, it'll duplicate the object and add all the necessary scripts, setup the events too. For instance the text object that appears when you go close to a provider to interact. You don't need to set it up. It comes set up And when you want to make an object a quest target and you set the quest in the creator window, the quest targets script events will be set. Not saying you won't have any work, you'll do, but not a lot. I will create a video sometime soon. On setting up something from ground up.
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Post by tharindu on Jun 18, 2017 17:31:58 GMT
Alright! Working Shop system implemented using nothing other than our own Item Manager from Invector and a simple script.
01. Add as many currencies as you want 02. The currencies will in the form of drop and pickup items. 03. Any item can have a cost from one of the maintained currencies. 04. When you purchase items, the amount will be reduced from your currency item. 05. You can have a buying price and a selling price.
I didn't implement a bank because I'm still thinking of how the UI should work. My knowledge on Unity UI sucks a bit for this . But for all intents and purposes I am sure this should be good enough to ship a shop system.
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Post by jrackley on Jun 18, 2017 21:00:31 GMT
Alright! Working Shop system implemented using nothing other than our own Item Manager from Invector and a simple script. 01. Add as many currencies as you want 02. The currencies will in the form of drop and pickup items. 03. Any item can have a cost from one of the maintained currencies. 04. When you purchase items, the amount will be reduced from your currency item. 05. You can have a buying price and a selling price. I didn't implement a bank because I'm still thinking of how the UI should work. My knowledge on Unity UI sucks a bit for this . But for all intents and purposes I am sure this should be good enough to ship a shop system. Love it! Does that mean a release is looming?
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Post by uberwiggett on Jun 18, 2017 23:49:50 GMT
I would assume a bank would work on the same principles as a regular inventory just with less limit on space, and activated by a world object rather than via ui menu. Though the issue of save load would probably need a whole new realm of plugin.
I think it's already been discussed but will the system be saving quest and item data already or will there be a need for a third party save system?
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Post by tharindu on Jun 19, 2017 1:09:24 GMT
I would assume a bank would work on the same principles as a regular inventory just with less limit on space, and activated by a world object rather than via ui menu. Though the issue of save load would probably need a whole new realm of plugin. I think it's already been discussed but will the system be saving quest and item data already or will there be a need for a third party save system? You're right about it working on the same principles as regular inventory and you're also right about it being a world object. I have an object where you have to maintain currencies with their exchange rates (not daily exchange rates I am not building an erp lol) which I use to do the currency conversion which is also fully working. But when you go the bank object and interact with it, you need to have a different menu setup for which I need to write some extra UI logic. If you take a look at the inventory prefab you'll see it's no mean feat :( once I have worked that out I'd fire the bank away :D so to speak lol As for a save system, that's what I am going to work on next. I do intend to make a simple serialization based save, but it's technically beyond the scope I had for the pack. For best results yes, may be use a 3rd party. Once that's over, a basic leveling system.
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Post by tharindu on Jun 19, 2017 1:13:21 GMT
Alright! Working Shop system implemented using nothing other than our own Item Manager from Invector and a simple script. 01. Add as many currencies as you want 02. The currencies will in the form of drop and pickup items. 03. Any item can have a cost from one of the maintained currencies. 04. When you purchase items, the amount will be reduced from your currency item. 05. You can have a buying price and a selling price. I didn't implement a bank because I'm still thinking of how the UI should work. My knowledge on Unity UI sucks a bit for this . But for all intents and purposes I am sure this should be good enough to ship a shop system. Love it! Does that mean a release is looming? Unfortunately that's a bit further down the line and given I have a day job that sometimes gobbles up parts of the weekends , it's been a little hectic lately. I still have to work on a basic leveling system and a basic save system and then document the code a bit more than I already have. Should also prepare a manual. I hate the writing but I have to do it.
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Post by tharindu on Jun 20, 2017 20:16:46 GMT
Great progress being made on the save system. I am making a checkpoint system. Where when you walk into a check point the game is saved. The following are saved.
01. The quests 02. The items you are carrying 03. The state of spawned objects, whether they should be spawned etc.
Unfortunately thanks to the stupidity of how Serializing works with Unity, I am not able to save GameObject types of any sort unless I have separate counter parts from which I can load these objects later.
For instance let's take something as simple as a position of an object (no rotation mind you) . This is a Vector3 which cannot be serialized into a file (BinaryFormatter) in Unity ( although documentation famously tells me it can. Well not really ). So my options are to create my own Serializable structure, or create a Serialization Surrogate for this particular structure and implement my own Serialization logic.
Now that we've solved transform.position let's move on to rotation. Rotation has x,y,z,w and a transform which is a Vector3 again. Well, like to do Serialization Surrogates all over again ? No thanks . Hence no maintaining of Game Objects.
Even for the way the current save system works, it took a massive effort on my part.
This is where a checkpoint system actually help you slightly reduce workload.
Very excited to share a video with you guys soon. I only have the experience/leveling system to make once I am done with this. Which means documentation comes next followed by a release :D
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Post by tharindu on Jun 20, 2017 20:28:05 GMT
On the other end of the spectrum I am fully aware the addon is becoming a mini template itself and may be slightly on the bloatware side of things as well. Because it started as a simple quest system :/ Ah well. I have to implement these at some point for my game.
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haikel
Junior vMember
i wanna be the very best ... like no one ever was.
Posts: 43
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Post by haikel on Jun 26, 2017 3:45:44 GMT
this would be perfect if you can add UI window that shows the quest progress.
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Post by tharindu on Jun 26, 2017 17:29:39 GMT
Yeah sounds like a good idea.
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Post by tharindu on Jun 28, 2017 16:58:46 GMT
Hey guys, I thought you might find this interesting. I did a pretty detailed demonstration of what the quest system can do for you right now including the mini subsystems like Vendor system, Spawners and the Saving feature. I would really appreciate if you can find the time to go through the videos ( the first one is boring but the rest are fun I promise haha ) and give me some feedback on it. At its present state, it requires a bit of tinkering here and there. But it is now I believe close to release worthy. So here goes nothing :D www.youtube.com/playlist?list=PL5BmmIn1WRU5D2VBVYwjaFvu3nQ4_waaBFolks this is mainly for you shadex jgiroux jrackley uberwiggett dendiee @invector
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Post by jrackley on Jun 28, 2017 21:23:34 GMT
Hey guys, I thought you might find this interesting. I did a pretty detailed demonstration of what the quest system can do for you right now including the mini subsystems like Vendor system, Spawners and the Saving feature. I would really appreciate if you can find the time to go through the videos ( the first one is boring but the rest are fun I promise haha ) and give me some feedback on it. At its present state, it requires a bit of tinkering here and there. But it is now I believe close to release worthy. So here goes nothing :D www.youtube.com/playlist?list=PL5BmmIn1WRU5D2VBVYwjaFvu3nQ4_waaBFolks this is mainly for you shadex jgiroux jrackley uberwiggett dendiee @invector Love it! Can not wait for the release to give it a go, I have so many uses for this, and the duel currencies is actually perfect for what we are trying to accomplish with having vendors only accept certain currencies! Awesome work and job well done in my opinion!
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Post by dendiee on Jun 29, 2017 8:09:31 GMT
Hey guys, I thought you might find this interesting. I did a pretty detailed demonstration of what the quest system can do for you right now including the mini subsystems like Vendor system, Spawners and the Saving feature. I would really appreciate if you can find the time to go through the videos ( the first one is boring but the rest are fun I promise haha ) and give me some feedback on it. At its present state, it requires a bit of tinkering here and there. But it is now I believe close to release worthy. So here goes nothing :D www.youtube.com/playlist?list=PL5BmmIn1WRU5D2VBVYwjaFvu3nQ4_waaBFolks this is mainly for you shadex jgiroux jrackley uberwiggett dendiee @invector damn you! even mentioning me! and i was so excited hahahaha but it was a tease! not released yet :( however the vids look great! it looks like a very simple setup! good work!
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