Deleted
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Post by Deleted on Dec 3, 2017 0:07:14 GMT
So It's Close enough to the Holidays to give a little Holiday present! Here are some video's showing a few of the things the new system can do. I'll add more examples and tutorials in the following weeks after the release. On the spells video, the arrow sets the guy on fire. This is intentional, to show how easy it is to make Fire Arrows, and Elemental arrows. Spells Video Menu and Condition's Video Generic AI Video From all of us, to all of you! -Shades of Insomnia Team That’s pretty sweet!!! Thank you!!! :D Xalo
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Post by shadex on Dec 3, 2017 0:07:41 GMT
So Insomnia created these Wizards (cause a spell systems need wizards). They are for setting up some of the systems. Among them is a Magic Player Wizard that will attach and configure the scripts needed to get started, and an Enemy AI Wizard, which attaches the proper scripts for an AI to use the magic system, and condition system. So everyone can retain the 10 minute enemy/player setup that Invector set the gold standard on.
In addition, all the spells you see I created from scratch, textures and all. They are being released with the same license as the asset. CC-BY-SA, which essentially means you can use the spells, and the spell system, and even modify it, as long as it stays free. If you use the system, or the effects, just put us in the credits or give some attribution.
There are many other things the video's do not show, or show well, like the shield bash system, or that each enemy has resist stats, and take midigated damage based on the spell's damage type. This also includes armor, and physical resists (differn't calculations) all are easily editable to whatever formula you want. Also, i wrote 2 custom emission shaders (for particle effects and textures)
Insomnia also rewrote every one of the 5 scripts, and added about 10 times that amount in new scripts. It's all organized, and commented. In fact, I would like to publicly thank Insomnia for the MASSIVE amount of work he put in to this. Half of the new features he added I would not of been able to do myself (that's how bad ass he is)
Finally, This should be fairly easy to hook into existing assets. We already have EasySave2 Integration and SQLLite. It should easily be able to hook into systems like Tharindu's RPG pack.
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Post by Deleted on Dec 3, 2017 0:43:45 GMT
one other thing to mention is how unsettling that iguana is, downright creepy.
Daily teamwork has made this release possible, it is due to combined talent that this has been a workable premise, without the intense spell making genius, unity knowledge, animator smarts, code destruction capability and shader manipulation from shadex (not to mention the original 5 scripts which provided the spark to extend) this would just be lines of code.
We look forward to extending this system further, please don't be shy with issue reports, feature ideas, code fixes as these will benefit all potential users.
see post 1 for download links, do have a read through the getting started guide(PDF) and the API guide (html), most important is the install order:
Best Regards Shades of Insomnia
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Post by shadex on Dec 3, 2017 1:06:04 GMT
No problem! Hope it helps you make a kick ass game i can play some day!
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Post by shadex on Dec 3, 2017 1:18:36 GMT
Ok, The Spell System 2.0 is Officially Released!
Go to Page 1 for the download link and documentation.
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gus
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Post by gus on Dec 3, 2017 1:39:38 GMT
Hi, Im getting
ShadesSpellSystem/Scripts/CharacterDataBase.cs(48,17): error CS0246: The type or namespace name `vItemManager' could not be found. Are you missing `Invector.ItemManager' using directive?
ShadesSpellSystem/Scripts/CharacterDataBase.cs(66,30): error CS0513: `Shadex.CharacterDataBase.ValidateDatabase(bool)' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
ShadesSpellSystem/Scripts/CharacterDataBase.cs(71,33): error CS0513: `Shadex.CharacterDataBase.CleanUp()' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
ShadesSpellSystem/Scripts/CharacterDataBase.cs(319,33): error CS0513: `Shadex.CharacterDataBase.LoadHeader(int, ref string, ref List<SimpleDataHeader>)' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
ShadesSpellSystem/Scripts/CharacterDataBase.cs(327,34): error CS0513: `Shadex.CharacterDataBase.LoadAttribute(int, int)' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
ShadesSpellSystem/Scripts/CharacterDataBase.cs(444,33): error CS0513: `Shadex.CharacterDataBase.SaveHeader(ref int, ref int, string, List<SimpleDataHeader>)' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
ShadesSpellSystem/Scripts/CharacterDataBase.cs(452,33): error CS0513: `Shadex.CharacterDataBase.SaveAttribute(int, int, float)' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
ShadesSpellSystem/Scripts/CharacterDataBase.cs(495,30): error CS0513: `Shadex.CharacterDataBase.FindMostRecentSaveGameID(ref int, ref int)' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
ShadesSpellSystem/Scripts/CharacterDataBase.cs(501,46): error CS0513: `Shadex.CharacterDataBase.GetCharacterSlotList()' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
ShadesSpellSystem/Scripts/CharacterDataBase.cs(508,46): error CS0513: `Shadex.CharacterDataBase.GetSaveGameListForSlot(int)' is abstract but it is declared in the non-abstract class `Shadex.CharacterDataBase'
any advice on this?
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Deleted
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Post by Deleted on Dec 3, 2017 2:24:52 GMT
Hi Mate, you need to add the compiler directive INVECTOR, did you see the install instructions on post 1:
• Ensure using Unity 5.6+ (ideally 2017.1+) • Install Invector Melee (or Shooter) Controller 2.x • Check Edit->Project Settings->Player->Other Settings o The compiler symbol “INVECTOR” must be present, add to Scripting Define Symbols o (Optional) To view the demos as intended set colour space to linear • Install easysave2 if owned (if not don’t import CharacterDataEasySave2.cs), SQLLite is included in the package as a free alternative • Install the ShadesSpellSystem.unitypackage • Refresh the item enums for the additional item type of spell to be included, this is required, see Invector->Inventory->Item Enums->Open Item Enums Editor • To run the mainmenu scene, add the level1 and level2 scenes to the build settings.
recommend using a fresh project
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Post by shadex on Dec 3, 2017 2:40:52 GMT
..... Instructions added lol
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Post by Deleted on Dec 3, 2017 2:54:07 GMT
the INVECTOR compiler directive's purpose is to allow flexibility without chopping out massive amounts of code, allowing downgrading (highly experimental as you can see due to the errors) the spell system v2 (which is highly dependent upon invectors inventory) to a spell system that is not dependent upon any other asset for if a different inventory was desired.
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gus
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Post by gus on Dec 3, 2017 3:04:44 GMT
the INVECTOR compiler directive's purpose is to allow flexibility without chopping out massive amounts of code, allowing downgrading (highly experimental as you can see due to the errors) the spell system v2 (which is highly dependent upon invectors inventory) to a spell system that is not dependent upon any other asset for if a different inventory was desired. Oh, I will try to fix that, I was looking into Edit->Project Settings->Player->Other Settings but didnt see the Symbol, is it easy to add this?, thank you for your reply
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Post by tharindu on Dec 3, 2017 7:01:58 GMT
Guys, this is absolutely brilliant. Gonna download straight away!
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gus
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Post by gus on Dec 3, 2017 7:19:33 GMT
Thank you, I think I almost finish, now I have problem to get the input, should I add MAGIC SETTINGS to the player? or how to get the spell to be activated? thank you :D
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Post by jrackley on Dec 3, 2017 7:35:36 GMT
gus it looks like you need to add the magic settings to the player and then add the magic ID in the magic settings in the input section to get them to fire. shadex @insomnia , first let me say that words can not express the thanks I have for the effort and time that you guys put into this addon. And making free on top of it is amazing! Thank you very much, you have saved me so much time,lol! That being said whenever I open a chest or even add a magic spell directly into my item manager, the spell is not showing in the equip areas on the bottom left, could you point me to something that I may be missing please. This is right from the demo scenes, I have tried both the original demo scene as well as the feature spell demo and get the same results on both, thank you once again for all of the hard work, I can not wait to dive in the minute I get up in the morning, or well should I say a few more hours!
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Post by Deleted on Dec 3, 2017 19:23:30 GMT
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Post by Aaron2348 on Dec 3, 2017 20:25:59 GMT
Shades of Insomnia Presents:
Shades Spell System 2.0
License
Welcome to the new Spell System 2.0. We are releasing this under CC-BY-SA, It's our wish that it's free to use, modify or adapt even in commercial products. All we ask is that you list us in the credits or provide some type of attribution. Also if you want to create and release a modified version of this system, it must always remain free. This way, we can all create better games... The games we want!
A few months ago Insomniac and I started working on the Spell System 2.0. It was kinda done in the first month, but we are the Undisputed Kings of Feature Creep.
In the new system you will find a massive amount of new tools, systems and options to not only bring to life a functional Spell System for your game, but one that has a fast setup, workflow and can easily be extended to do just about anything. In addition to just the spells, we are including Ranged AI capable of casting a number of spells, A Main Menu / Load Level System based off of SQL Lite or EasySave2.
We included a resist system that mitigates damage based on damage types. We included Magic Weapons, We included Teleports, and Creature Summons, Scripts to increase spell size by level. We even created a leveling system with point allocation upon level up. Oh and an entire attribute system that can hook into other existing systems. Oh yea, and fire breathing Iguana's! Like i said, Kings of Feature Creep.
Please have a read under the documentation for instructions. Even at the time of writing this, i'm sure there are cool features we forgot to document. From the Shades of Insomnia Team, Enjoy. Below is the link to the unity package containing a completely setup Project (Requires Invector Melee)
Install Instructions:
Ensure using Unity 5.6+ (ideally 2017.1+) Install Invector Melee (or Shooter) Controller 2.x Check Edit->Project Settings->Player->Other Settings The compiler symbol “INVECTOR” must be present, add to Scripting Define Symbols (Optional) To view the demos as intended set colour space to linear and Camera to Deferred. Install easysave2 if owned (if not don’t import CharacterDataEasySave2.cs), SQLLite is included in the package as a free alternative Install the ShadesSpellSystem.unitypackage Refresh the item enums for the additional item type of spell to be included, this is required, see Invector->Inventory->Item Enums->Open Item Enums Editor To run the mainmenu scene, add the level1 and level2 scenes to the build settings.
Features List
• Centralized spawn class linked to the pooler, including spawns on birth, death, body removal, spell hits & explosions, trapped objects, proximity triggers, and more
• Player and AI magic enabled character creation wizards for easy setup • vInventory integration for spells, including custom AI item manager • Leveling system with data abstraction layer, modifiable attributes, resistances & formula’s • Main menu system linked to the data abstraction layer • SQLLite/EasySave2 abstract data layer implementation (easy to clone for other data formats) • Character information screen • Attribute System with Point Spending • Magic weapons and armour with damage and resist types linked to the levelling system • New Damage System with Damage Over Time, and various Damage Types • Damage Mitigation System including resist types • Weapon trails effects • Custom animation on AI instantiation • Status effects aka burning, poisoned, frozen etc • Generic AI without modifying the Invector core (Experimental) • Ranged AI for Invector Core AI capable of spell casting or arrow shooting. • Feed vWaypoints into the animator and trigger actions • 600 free gems unique to this asset (uses the Unity Gem Shader) • Merge LOD levels from simplygon output onto singular bone structure • Character equipment material changer (across multiple LOD levels • Generic ragdoll builder which works from bone chains • Archery and Thrown weapon System • Complete custom-made spells and Skills Examples, free for commercial use • Custom Emissions Shader • Shield Bash System • Custom inputs for spells • Magic Projectile Script with homing and advanced targeting systems • Custom hand effect’s • Animator based multi-layered spell casting system • Custom Spell Sounds • Physics Based Spells • Gold and Object Collection System that shows in the Character Screen • Custom Scripts to do everything from Raise the Dead to Heal. • Basic Character Creation System (Name, Axis, Class, Race and Alignment)
• Full pooling system, automatic or pre-warmed
Spell Examples
Menu With Conditions and Magic Weapons Examples
Generic AI
Reserved for Later
Just downloaded this thanks again!!! It looks freakin fantastic!!!
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