|
Post by tharindu on Jun 29, 2017 8:31:04 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! Haha thanks. I will release it soon. Just waiting until my account is setup and everything.
|
|
|
Post by uberwiggett on Jun 29, 2017 14:41:46 GMT
I'm not impressed... I'M TOTALLY BLOWN AWAY! There is a lot of depth to this addon quest system, it's so far really fleshed out and seems pretty easy to implement to get a great prototype rpg out there. Very good job on it and I can't wait to get a hold of it. I just watched all the videos (sorry took me a bit more than the 6 hrs I estimated!) and I've come up with a list of questions/suggestions. (pasted from notepad so hopefully the formatting works here) QUESTS:1. yes remove quest items (as option to keep or remove) VENDORS:2. currency conversion, can you buy items of value 3 gold by having 2 gold and 10 silver by using this system or is it just for trading gold for silver? 3. currency index for items, does it allow for buying in other currency due to conversion automatically (based on array in manager) or do you need to convert money via a banking/trade system? edit: Just realised 2 and 3 are pretty much the same question.4. adjusting values by vendor does that mean it carries that same value when you go to sell it to another vendor? (as it retains that value in your inventory, making you have some potions that are more expensive than others. -possible bug) 5. display amount of currency player holds in inventory on vendor window Spawner:
6. When despawning, I noticed on the respawn the enemy didn't target you anymore and allowed you to get a free hit. Is it just deactivating the object or is it removing it and then spawning a new one? 7. Add a field that allows you to trigger an animation on spawn (say an action for "spawn" in the anim controller) - me personally because I will have skeletons who clamber out of the ground checkpoint save:8. using game objects to trigger checkpoint, can you use quest completion to trigger checkpoint script? (eg; on quest complete, activate checkpoint script to save progress) or use generic action to activate save on pressing a button (ie f5 for quicksave) 9. does the save system carry on through multiple scenes? or will it overwrite?
|
|
|
Post by curiousicarus on Jun 30, 2017 18:12:45 GMT
Wow i colour me excited. Any news on a release date?
|
|
|
Post by tharindu on Jun 30, 2017 19:37:57 GMT
I'm not impressed... I'M TOTALLY BLOWN AWAY! There is a lot of depth to this addon quest system, it's so far really fleshed out and seems pretty easy to implement to get a great prototype rpg out there. Very good job on it and I can't wait to get a hold of it. I just watched all the videos (sorry took me a bit more than the 6 hrs I estimated!) and I've come up with a list of questions/suggestions. (pasted from notepad so hopefully the formatting works here) QUESTS:1. yes remove quest items (as option to keep or remove) VENDORS:2. currency conversion, can you buy items of value 3 gold by having 2 gold and 10 silver by using this system or is it just for trading gold for silver? 3. currency index for items, does it allow for buying in other currency due to conversion automatically (based on array in manager) or do you need to convert money via a banking/trade system? edit: Just realised 2 and 3 are pretty much the same question.4. adjusting values by vendor does that mean it carries that same value when you go to sell it to another vendor? (as it retains that value in your inventory, making you have some potions that are more expensive than others. -possible bug) 5. display amount of currency player holds in inventory on vendor window Spawner:
6. When despawning, I noticed on the respawn the enemy didn't target you anymore and allowed you to get a free hit. Is it just deactivating the object or is it removing it and then spawning a new one? 7. Add a field that allows you to trigger an animation on spawn (say an action for "spawn" in the anim controller) - me personally because I will have skeletons who clamber out of the ground checkpoint save:8. using game objects to trigger checkpoint, can you use quest completion to trigger checkpoint script? (eg; on quest complete, activate checkpoint script to save progress) or use generic action to activate save on pressing a button (ie f5 for quicksave) 9. does the save system carry on through multiple scenes? or will it overwrite? Hey man I'll get back to you on these tomorrow. Had a really long day and everything I typed went away because the stupid proboards site failed to load after I hit quickly reply :'(
|
|
|
Post by Invector on Jun 30, 2017 23:34:19 GMT
If you hit the button "Reply" it will load the draft that you're typing before at the quick reply window
|
|
|
Post by tharindu on Jul 1, 2017 15:06:31 GMT
@uberwigett So I finally found some time to read the questions :D I'll do my best to answer these right. 01. Yep. Already implemented by adding a couple of attributes. One indicates if the current quest items can be dropped. The second ones decides if the quest items obtained through nested quests are also going to be dropped. Items will be dropped when the quest is completed. Can be individually maintained per quest ( nested or otherwise ) in order to give more room to drop certain items only 02,03 : What the currency index allows for is simply selling an item in a specified currency that was specified in the currency manager game object. The game object wan't created as a scriptable object because there was nothing much to maintain in there and since it's a singleton a universal instance for the entire scene would be enough. The currency conversion on the other hand was intended purely for banks. It's basically an enhanced vendor/seller that specializes in selling and buying money for money. Other than that there's no use for it and nope it won't be used to do currency conversion through purchases. 04. Haha interesting question xD But what I always do is refer to the attributes of the item at the vendor end except for the amount. So you can buy an item for 20 gold from one vendor. But sell the same to a vendor who sells the same item at silver. Essentially, the point of reference for costs is always at the vendor. 05. This I should work on. I will let you know what I have in mind . 06. All I do is disable. But I too have noticed this here and there. I will try and figure out why, but it's better to wait for the new AI 2.0 07. I had this idea, but was wondering if this is something that can be done through the animator itself rather than the spawner. Basically an entry animation before the character goes idle. 08. This was a good suggestion and I implemented it after you mentioned it. Thanks. Now you can maintain an attribute that if maintained lets you save the game objects you've setup for saving. 09. I have not tested this. But I believe it doesn't persist between scenes. I should test and implement this before release.
|
|
|
Post by tharindu on Jul 1, 2017 15:07:49 GMT
Wow i colour me excited. Any news on a release date? Hi, Not very far but I cannot commit to a release date. Hopefully somewhere around the end of August : ) Thanks for the interest in this .
|
|
|
Post by jrackley on Jul 1, 2017 17:31:43 GMT
Wow i colour me excited. Any news on a release date? Hi, Not very far but I cannot commit to a release date. Hopefully somewhere around the end of August : ) Thanks for the interest in this . Why 2 more months basically, seems like it was pretty good to go?
|
|
|
Post by tharindu on Jul 1, 2017 19:07:15 GMT
Hi, Not very far but I cannot commit to a release date. Hopefully somewhere around the end of August : ) Thanks for the interest in this . Why 2 more months basically, seems like it was pretty good to go? Hehe August was always the target. documentation tooltips, code comments etc etc I don't know if I told you guys but I'll be onsite working for a client of mine from mid July to mid August. So that's playing a role on this too.
|
|
ThePace
Junior vMember
Unity Noob
Posts: 45
|
Post by ThePace on Jul 3, 2017 10:31:13 GMT
I cannot wait but I wil have to , pretty sure it will be more than worth it. Its looking outstanding now, ive no idea how you guys are able to manage this sort of thing but again TAKE MY MONEYSSS
|
|
|
Post by tharindu on Jul 3, 2017 12:31:28 GMT
I cannot wait but I wil have to , pretty sure it will be more than worth it. Its looking outstanding now, ive no idea how you guys are able to manage this sort of thing but again TAKE MY MONEYSSS Thanks for the positive comments I am working on getting the compatibility done for the latest update released yesterday. A few methods were moved from the vItemCollection class to the vItemManager class in 2.2c so I am trying to see if I can get the best out of it without applying any modification to it.
|
|
|
Post by tharindu on Jul 4, 2017 0:37:15 GMT
Alright. Compatibility has been achieved with the new patch. However this requires changing the item manager's code a little bit. Invector will update the changes I'm making by default with the next update so we should be alright
|
|
|
Post by uberwiggett on Jul 4, 2017 3:12:45 GMT
I'm geographically a day ahead of you folks but I swear I am always the last to know when they release an update!!
*check gmail promo folder... 7.26 am shooter template update* : @
|
|
|
Post by tharindu on Jul 4, 2017 3:52:08 GMT
I'm geographically a day ahead of you folks but I swear I am always the last to know when they release an update!! *check gmail promo folder... 7.26 am shooter template update* : @ Oh and I couldn't mention, I got the checkpoint system to save spawners and other objects by scene. The items will need to be loaded anyway, irrespective of scene. But spawners and other objects need to be by scene.
|
|
|
Post by tharindu on Jul 4, 2017 21:36:36 GMT
Modified the save functionality by leaps. No need to drag and drop spawners and game objects to lists now OR there's no need to disabled spawner objects everytime you add the save system monobehaviour.
Just add the empty script vCanSaveYou to the spawners or gameobjects you want to save ( if you add it to spawners, the spawner's spawned objects will also have their activate state and their transforms saved ) .
No fuss.
|
|