Post by redsam121 on Jan 22, 2023 5:17:21 GMT
I've developing a game called Beta 3000, which is a non-turn based RPG, with a retro 80s vibe.
I have both a degree and a diploma in computer science, so I have a good sense of familiarity with coding, especially for UI. I'm using invector as a template and stepping stone for my player controls because I struggled to create my own.
I'm aware invector has addons with features I was looking for, but I refuse to pay for things I already know how to make. I'm a Mr. Krabs level cheapskate.
Features I created:
- Dialogue system: using the inkle asset (Ink integration), you can talk to NPC's to either progress the story or open stores. Using inkle, you can write the scripts for each character and import them into Unity. This also includes conditions that can change the outcome of conversations.
- A new UI system: I never liked Invector's UI (in fact I hated it), so I created my own. This includes an inventory linked list, player stats, mission select, AI options and equipment setup.
- Duel weapon use: I hated how you have to select each weapon tediously in Invector, so I altered the item manager so that you can instantly equip the sword or gun when you press either attack or shoot.
- Scene changing: using a scene controller and persistent scene to store data, you can switch between rooms. You can also choose where your character will spawn depending on which door you use.
- Party system: you can switch between up to 3 characters in your party, but can only control one at a time, while the other will go into auto pilot. You can also send instructions to you characters to either follow and stay put.
- Data storage: using scriptable-objects, you can store information about your players and the scenes. That way, if you change something in a scene (e.g. move an object), then leave for the next room and return those changes will remain their.
- New Battle System: This one is probably the most complex. My game is an RPG, similar to Final Fantasy. Enemies have spawners in every room, so when an enemy touches you in the overworld, you'll be transported to a battle scene. The persistent scene stores the information about the previous scene (such as your previous location) and the enemy that touched you's spawner. When you win the battle, you'll return to your previous location and spawner will not spawn a new enemy.
- Currency and Stores: you can buy and sell in my game, you can find money around the area or you can earn money by defeating bad guys or completing side quests.
- Different projectiles: my game uses lasers instead of bullets. So I removed the rigidbody projectiles and replaced them with transform so I can control the speed of the projectile. Also instead of using ammo, they instead energy that regenerates over time.
Feature in progress:
- Special Moves: A new special move system that consume Mana points. This includes magic spells, temporary power boosts or healing spells. Moves are interchangeable in the UI system.
- Save feature: save game progress.
- Aesthetics: obviously.
First prototype, a test area to show off the features:
Second Prototype, showing off the new character design with cel-shading: