WithinAmnesia So, currently this is a list of all the features I have implemented:
1) RPG system: lets you define stats, skills, alignments and damage types as ScriptableObject, which are then attached to the character. Includes damage reduction and bonus damage based on items/skills, item bonuses when equipping specific objects, etc. Includes support for skill checks when doing actions (i.e. lock picking to open locked doors) and XP/levelling system
2) Unified AI framework using Behavior Designer (third party asset) to control Invector-based NPCs and Malbers Animal Controller-based NPCs including collaborations, squad behaviours, orders, etc. Includes (basic, for now) 3D navigation in 3D space for flying creatures
3) Vendor system based on Invector inventory
4) Swimming on rivers/non horizontal surfaces
5) Full support for Rewired
6) Magic system with spell editor and full support for magic projectiles/portals/area effects, including spell editor to configure the animator
7) Minimap system tied into world optimisation (i.e. activate/deactivate entities when they are in minimap range)
8) Harvestable vegetation (through Vegetation Studio Pro, third party asset)
9) Loot system
10) Inventory UI with support for TextMesh Pro, integrated with map, quest journal and character view. Includes support for displaying book/documents text in scrollable window, including triggering quest events by reading
11) ability similar to Assassin's Creed Eagle Vision
12) spawning system with editor, support for single/multiple spawned items, respawn on death, waves respawns
On top of that I have full integration (with additions on what is provided) with the following third party assets:
Dialogue System (for dialogues)
Quest Machine (for quests, both scripted and procedural)
Love/Hate (for faction management, tied into dialogues/quests)
SECTR (for large world streaming)
Enviro (for weather and day/night cycle, integrated into the world, for things such as switching light on and off based on time of the day etc
Up to now, this has been my personal project. I have not used any of Uberwigget's assets simply because his timeline and mine were not aligned and I have a strong developer background so I ended up writing my own systems and tools. While I have the utmost respect for Uberwigget and what he's doing, we are approaching the problem from different angles: he's writing (and releasing) a toolkit while I'm making a game. My design choices are dictated by my game design. For example, I do not have an armour system with switchable models (like in Synty's Modular Fantasy character) because I don't plan to support that functionality in my game.
If I decide to release some of my code, I would need to do some cleaning and documentation first. For example, I used Odin Inspector (a third party asset) for inspectors and other editor windows. If I release my code, I need to rewrite those parts as not everyone owns Odin or is willing to buy it. Some of the components are just modifications of Invector files, which make it not that easy to distribute without infringing on Invector's intellectual property.
If I do end up releasing my code, it's probably going to be as single functionality assets.
If you have more questions, feel free to ask.