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Post by jgiroux on Sept 29, 2016 20:49:46 GMT
I was thinking a Quest system, but what are all your thoughts?
before I get replies, keep in mind the following.
Invector may be releasing v2 any time, so I want to avoid any Shooter type of requests or inventory systems since I am sure Invector will deliver us a robust system out of box.
\so with that in mind..whats your thoughts?
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Post by CX on Sept 29, 2016 21:43:57 GMT
Hello Jgiroux. Have you thought about doing spellcasting / abilities? Questing would be nice but there are assets you can buy that do that very well already but as far as spell casting and abilities its slim pickings!
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Post by AwakenArt on Sept 29, 2016 21:46:50 GMT
Spellcasting and abilities would be nice when Melee V. 2 comes out :D
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Post by jgiroux on Sept 29, 2016 22:50:09 GMT
Hello Jgiroux. Have you thought about doing spellcasting / abilities? Questing would be nice but there are assets you can buy that do that very well already but as far as spell casting and abilities its slim pickings!
you have my interest, with the free mixamo spellcasting animations I believe I could do a decent add-on.
it would definitely require updating the initial animator controller though, so I can build it but will most certainly break when v2 of invectors controller comes out. however I don't think it would be very difficult to fix so... hmmmm....
maybe that's what I can work on, unless anyone has any other suggestions or objections.?
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Post by chris on Sept 29, 2016 22:58:46 GMT
no more add-ons, just keep improving what we already got, unless everyone wants a game made for them
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Post by claudius on Oct 2, 2016 15:46:40 GMT
I vote for the spellcasting.
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Post by uberwiggett on Oct 3, 2016 0:46:40 GMT
+1 for spellcasting, I've found adding animations to the current controller isn't too bad when you get your head around it. Can always make it an attack anim linked to an item (like a wand) that has no hitbox, and a separate script to instantiate the spell effect. but yes, would like to see the new controller and how it flows together
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Post by jkry2121 on Oct 4, 2016 13:01:09 GMT
no more add-ons, just keep improving what we already got, unless everyone wants a game made for them Im with him. Continue the vehicle add on. Vehicle customization, dealerships, ect.
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Post by zlblue on Oct 6, 2016 23:30:01 GMT
spellcasting +1 thank you, man! you r the best!
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Post by jgiroux on Oct 7, 2016 20:12:04 GMT
no more add-ons, just keep improving what we already got, unless everyone wants a game made for them Im with him. Continue the vehicle add on. Vehicle customization, dealerships, ect.
I have no intention of abandoning any of my recent/older Add-Ons.
for example, if you look at the W.I.P thread you will see that I am still actively working on the Vehicle Add-On extensively and that I am making updates/improvements to the XP/Leveling/survival Add-on as well.
so this wasn't a question along the lines of whats next while I neglect these other ones, it was just more of a *what (even if I wasn't the one to do it) would be the next kind of Add-On that would be useful.
now also, I do agree 100% about making someones game for them, but not all of us aspiring game designers are coders/scripters/modelers, etc and hopefully you will see the systems I am making for what they are. add-ons. (aside from the vehicle add-on which is a different breed)
most of the Add-Ons require the end user to either design their own graphics, or models or setups. and of course story and dialog,etc are all on the end user to create a game.
could someone take my Vehicle Add-On and Invectors melee and make a game out of just that? probably, but it wouldn't have a very long lasting appeal as its just that, as simple system (for free) that anyone can use as a *starting point* for their own ideas.
sorry for the long winded thread, I just didn't want anyone to think I was trying to make someones games for them, I am just providing a little nudge for someone that may not be as savvy with Unity as many on here already are.
plus. (and honestly) I have just been so , so, so, so very anxious and bored waiting on Invectors new updates and his shooter (which is what I truly need to really start delving into my own project) that these Add-Ons do several things for me 1) help me really streamline my code (for my own project to come later) 2) get some really good advice from people on how good/bad the systems *truly* are... 3) I actually enjoy the challenge.. a lot. 4) and I truly like the kind words and happy messages I get from users who really did get a lot of use/help using or looking at my code to make their own Invector -Add-Ons.
That all out of the way, I am going to have to say...
Magic system gets the vote. I already have several ideas how I would like to see this through, but I am going to wait on development of this until v2 of Invector melee comes out simply because, there is just way too many cool things coming in the update that I envision working with this magic add-on.
as always, thank you all for your participation and confidence in my ability to do a decent job on this idea.
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Post by johnlanz on Nov 8, 2016 12:40:24 GMT
Hi jgiroux, Now that v2 is out. Do you think you can make add-on for spellcasting? Actually I already got the script for shooting projectile from unity's tutorial: unity3d.com/learn/tutorials/topics/scripting/intro-shooter-mechanicsThis works fine on unity's top down shooter, I can cast magic using mixamo animation. But I was having problem with the implementation on Invector melee. Hopefully we can see your add-on soon. Thanks
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Post by Chronicman on Nov 8, 2016 18:58:37 GMT
jgiroux has been away for quite some time dealing with some personal stuff and I'm not sure when he will be back.
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Post by guest on Nov 11, 2016 3:15:10 GMT
As far as code is concerned, spell casting = shooter system treat as a different weapon with different animations instead of a weapon model you can use an empty game object as a placeholder if you need to then just add particle system vfx as needed, for example: one on the hands when casting, one on the projectile if its a projectile type spell, and one that plays on collision. Coincidentally a shooter system would have slots for these three already built in as "muzzle flash", "projectile prefab", and impact/blood/explosion fx, so yeah spell casting = shooter system they are really the same. I would wait on the official shooter system to release, it should be easy to modify it to do what you want. In the meantime, lets all please nag invector to hurry up on the shooter system.
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Post by Deleted on Nov 21, 2016 18:37:32 GMT
maybe a fantasy flying/driving vehicles?
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Post by snackzilla on Nov 22, 2016 16:25:10 GMT
I actually just requested this with the shooter add-on, but It'd be great to see a properly coded hook-shot/grapple system to go along with your first person mod. Essentially, if the item is equipped, ray cast a reticle from your "hookshot", and if the reticle hits a "grapple point" (Probably on a sperate layer), cast a line (I know spring joints are expensive..so I don't know if that's the answer), then pull the player to said location using a lerp function. I had it SORT of working before the 2.0 update, but sometimes the rag-doll physics would go absolutely nutty.
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