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Post by WithinAmnesia on Jun 18, 2020 7:26:45 GMT
I am looking for a way to combine the strengths of uMMORPG with the physics based combat of Invector's Third Person Controller combat system.
What I am looking for is a tool set for a game akin to the Mount and Blade series (with hopefully multiplayer capability).
Physics based combat, with the depth of MMORPG character and progression system. Such quintessential features as interchangeable armour that can be equipped on the character model and with a character statistics system that improves the character gameplay ability; such as with the Mount and Blade series.
Everquest, Baldur's Gate, Diablo, World of Warcraft, Path of Exile, Borderlands, Witcher, Mount and Blade Series are predicated upon RPG player progression depth elements; and have all these concepts of deep RPG character equipment and progression system in execution within their game series.
I am not a tool maker and most creative people are not; I wish I was, but I do everything else but make tools. This is why I am here asking for help.
Grand scale MMORPGs are in demand yet there are no 'open source' / commercially 'off the shelf' tools to create these games. With myself I have been trying to track down the tools to make an MMORPG for nearing in a decade now and I cannot find a physics based MMORPG engine with even the bare essential features for game-play depth and character progression.
If Invector's Third Person Controller can be compatible with uMMORPG, a single developer like myself can have a chance at making grand scale MMORPGs (or even a solid single player RPG to start that can later be scaled up).
My strengths are not tool / engine creation. I do not have the budget to pay multiple people to create an engine for myself. Yet I can ask this community for help and hopefully I can have a chance at making my game I have been working on, towards, up and over and around (this engine, that engine, start then stop and repeat etc.) for over a decade. I cannot find a powerful enough engine to host my game; I need help from without. So does everyone else who wishes to make MMORPGs (or even a grand scale RPG) starting from nothing as a single developer.
I bought Invector's third Person Controller in 2015 and made a demo game in 2016. It had no progression, no armour system and no character stats nor depth so I killed it and moved onto trying to make a scaled down 2D RPG. In the end I have to make an engine for that and I killed that too (for I was just making a bad '3D' RPG) and I hope that after a half decade Invector can produce a robust RPG character armour, attribute and progression system; yet here I am.
I do not know how long I will be stuck in this creative purgatory. Although I know that I cannot be idle lest nothing gets made. All I can do is ask for help and try to sort my own life out in the mean time. I do not know if Invector has given up on RPG elements or not. Although I hope that I can find help here to bring about a robust physics based combat MMORPG engine with grand character progression and depth.
Thank you for reading this and I hope I am not alone in this request. If there are any like-mind people here please reply and say something to help move this request forward. I hope that this request succeeds so that not just myself but the whole Unity community can make grand scale MMORPGs. Invector's Third Person Controller is the best Unity combat engine, uMMORPG is the best Unity MMORPG engine; I know they can be made compatible.
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Post by komposite on Jun 18, 2020 10:20:14 GMT
Why don't you start with a simple game, where moving is fun, combat is fun, level design is fun, sound is fun, before trying to release an MMORPG. It's like trying to run a marathon even before knowing how to crawl. And I don't even mean walking, just crawling. Make something, and finish it. A game that you can be proud to show to others, and not something that you will have to kill because your mechanics was not AAA. Making a game on his own is time consuming and head scratching, and sometimes a bummer, especially if you don't have any skill in dev. I bought Invector in early 2017, the time I master it was late 2018 (and I was a total noob in Unity). I've made a game of 45 minutes gameplay over a year or so, and I'll go back at it, correct it, enhance it, because it's now good enough, even for it's low standard (no rpg element, few enemies, level design is not that good, chara design is from the asset store, etc...) But it is what it is, it's playable, movement is cool, combat is fair and readable, it's not a stupid asset flip or an other "trying to be a triple A" game. You're not Cdprojekt, you don't have their money, you cannot afford the people that will push things further. Don't make AAA. Make III.
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Post by WithinAmnesia on Jun 21, 2020 4:23:54 GMT
An MMORPG is the goal and I want the ability to scale up into that grand scope of RPG. I realize that as one person I would need to make a smaller scale RPG to even start and draw attention and have a proof of concept. Although I still have that desire to find the tools for the grand scale MMORPG even though I would need to make a small scale RPG first.
It is like I am asking for more than I need so that I hope the suggestion can deliver on some of fundamental attributes for a proper RPG for a smaller RPG for with my track record of looking for help online has been low yielding. Kind of like bartering where the two sides start high, ask for low and then meet in the middle.
RPG elements as features for Invector's Character Controller are needed in my case for basic features as wearable and swappable armour, quests and character statistics are needed for even a small scale RPG. Lest it end up as the innumerable trash on steam.
I am not asking for a set of tools to make completely foreign set of game design principles rather just the opposite where I want to make a small scale rpg yet I lack any sort of depth and progression features with the engine.
It feels as if Invector's third person controller was made for crappy mobile platforms or some weird sort of gymnastics type game where there is only one level. The physics are great but everything else is lacking. Is it too much to ask to have an RPG module for the controller instead of requiring every customer to make their own if they have any shred of desire to make an RPG?
The parallel with the Dark Souls style of gameplay and this controller is quite a mirrored effect. Yet for such a similar appearance the controller falls short where in as Dark souls has mechanics for player depth and progression. What is the point of clearing out an area of enemies if the next area is the exact same and there is no progression; no player's journey?
This barren waste of non-existent player depth and progression mechanics reality that greets every aspiring RPG developer customer; is in stark contrast to the bog standard RPG player expectations today. Any big or small RPG now needs wearable armour, quests and character statistics. I cannot make an RPG that has no depth for then there is no way to progress in the journey that an RPG offers to the player. To have no player progression is RPG development suicide!
What would it take to convince the staff at Invector to create an honest effort RPG module (instead of ramming uMMORPG into the works)?
I know there has to be a way to do this; a price, and interest I do not kn ow what it will take although I do know that Invector has the talent and ability to expand the Third Person Controller to be able top deliver a full blooded RPG engine.
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