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Found 34 results

  1. Once new animator system is tested, add Unity's old one for 2D sprites.
  2. This is a request to do with getting rid of clutter and organising when developing. Currently, there are variables listed by type for Hero Objects AND Hero Properties. For both Hero Object and Hero Property variables, if you could sort and filter variables by groups too, that would make development FAR easier when handling tonnes of bools and other variables in one place... ?
  3. @Ant, Can this be introduced? Really useful in relation to items, effects, rarities etc... and with supporting Actions?
  4. @Ant, See also the post on clothing/armour/equipment. So this request is related but more to do with base Character customisation and selection at runtime and usually when a game begins for the first time. So not swapping out whole HeroObjects but modifying the current one. So maybe default for maybe height and weight and proportions, gender, age, skin and eye and hair colour etc with defaults by Race and Subrace. Functionality to change some or all of those parameters at runtime when setting up your character. Default starting clothing, armour, equipment and weaponry dependent on Class, Race, Subrace... that sort of thing...
  5. @Ant, In line with my other post, "Request: (for RPG/Nov development) - Menus", I set out below a rather long stream of consciousness on the sorts of things on quests, currency system, loot system, spawn system, stats, conditions, abilities, classes, races, damage system, elements, alignments, factions, relationships and so on that make for a REALLY good RPG, with a view to you thinking then about what can actually be accomodated in HeroKit and in HeroKit HeroActions and HeroProperties... directly or indirectly... In all of this, I appreciate that some or all can be accomodated with HeroObject Variables, Globals and HeroProperties - but that you are aiming for a Kit here that makes it as easy as possible to set up a classic RPG environment. So, with that in mind, :- * Quests Quest system ingrained and working well with Dialogue system. Quest Subtypes, Idea of Main Quests and subsquests, challenges, hunts, collections. Also critical and optional quests. Placed in Journal? Certain quests only offered dependent (see below) on Race, Class, Alignment, Faction, Relationship. * Currency System Auto-calculating with sense of whether items are buyable, sellable. (different prices). Currency exchange system. ie. bronze pieces, iron pieces, silver pieces, gold pieces, mithril pieces, whatever... * Loot System RNG and weighted likelihood of getting items according to loot tables etc. For different PCs, NPCs, Monsters etc and Containers. * Spawn System Random and weighted spawning and re-spawning of plants/containers, items, NPCs and monsters. * Progression Need to have different ways to map and follow progression for general level and for levels or ranks with Abilities etc. Different formulae available. Some links:- https://forum.unity.com/threads/master-class-system-quickly-create-populate-classes-w-o-writing-code.460025/ https://forum.unity.com/threads/need-some-help-with-d-d-style-leveling-formula-execution.340664/ https://forum.unity.com/threads/skill-leveling-like-in-wow-level-up-fishing-cooking-skinning.364352/ * Statistics Need to cover-off subtypes too like Vitals, Points, Modifiers, Bonuses, Buffs, Debuffs, Attributes, Characteristics, General Level, General Experience, Resistances. Need to easily manage minimum, base/default, current (without bonuses, effects etc), maximum (without bonuses, effects etc), current (with bonuses, effects etc). Need to easily manage, start, stop, clock, bonuses and effects on Stats and inter-relationships there. Need to manage both 'deathline' and 'critical' levels for Stats - causing then Conditions or other debuffs/negative bonuses, or death. Resistances would be to Elements (see below). * Conditions Things caused by either a deathline or critical level in some Statistic or other? Things like say Blinded, Deafended, Befuddled, Insane, Tired, Exhausted, Enraged, Lamed, Disabled, Unconscious, Asleep, Charmed, Burnt, Poisoned, Diseased, Cursed, Petrified, Frozen, Held etc etc. Whilst you have Conditions, how do they effect Stats and Abilities? and Resistances within Stats. * Abilities Passive and Active. Cooldowns for Active ones. Need to cover-off subtypes say Skills, Knacks, Powers etc etc. Need to cover-off this side of progression ie. at level/rank X a Range would gain a rank in Archery from 3 to 4, and that would increase damage with Y by Z%. Abilities by their own ranks or levels? Adjointing relationships between Abilities. Same as with statistics re minimum, maximum etcs and managing bonuses and effects. Requirements - preferred, prohibitted, required stats at X, abilities at X, classes at rank X? * Classes Need for Classes and Sub-Classes. Need for single Class, Multi-Class and All-Classes scores for one HeroObject/Player. Need for rank and measure of progresssion in each Class. And then how that plays in to and effects Stats and Abilities. Default starting items, armour/clothing, characteristics? Required minimum Stats etc. Allowing for certain specific responses in dialogue and certain quests etc. * Races Races and Sub-Races - each with default bonuses and weaknesses and effects on Stats and Abilities. Default starting items, armour/clothing, characteristics limited to define Race or Sub-Race. Required minimum Stats etc. Allowing for certain specific responses in dialogue and certain quests etc. * Damage System Need for Max/Min Damage. Variation. Dependent on items held, buffs, debuffs, effects, spells, bonuses (see above). Need for Damage sub-types - Normal Melee Sharp, Blunt, Ranged etc? Also Elemental Damage. Need for Damage vs Resistance and Armour formulae. Effected by Stats and Abilities. Weapon Types. Advantage and Disadvantage and Initiative. Possible for Dice Notation calcs for damage or calcs for resistance. ie. "3D6+12". See Rogue Sharp. https://bitbucket.org/FaronBracy/roguesharp (p.s. RogueSharp is open license and I have implemented it in to Unity and have a Unity Package if you fancy reviewing it). Dodging and Evasion? Initiative, Advantage and Disadvantage... according to position relative to enemy, condition etc... Use of Shield? Combo moves - Riposte and Parry and Counter Attack - dependent on Stats and Abilities. * Elements [Normal/Melee Sharp/Melee Blunt,Ranged Projectile] Damage but also then Elementals. Allow for additional Damage types, Spell types, Resistance (see above) types. Things like Earth, Air, Fire, Water, Ice, Electric, Holy, Unholy etc etc etc. * Alignments Scaled ie. -10 to + 10, whatever. So Good/Evil, Lawful/Chaotic, Magic/Science, Nature/Science, that sort of thing. Effected by certain actions, causing certain responses in Dialogue, allowing certain quests. * Factions / Relationships Other HeroObject PCs / NPCs effected by actions and dialogue and alignment and class and race - improving and worsening relationships, different kinds of relationships, determining NPC and Monster/Animal reactions etc. etc.
  6. @Ant, I'll start by saying no current Unity RPG kit asset does this well... The Mount Points asset works well in isolation. This is not the current functionality of swapping one whole HeroObject for another but rather the functionality of donning/taking off clothing/armour/equipment/body additions (ie. Hair, horns, wings etc.) not just by whole body but by body location and similarly holding or dropping held items like weapons or shields. Supporting static or skinned meshes or prefabs... As well as massively enhancing the visuals, this then makes Character Customisation by Race and SubRace and by class much much easier...
  7. Right now you must update all properties and fields when you attach a script. Let user decide which properties to update.
  8. @Ant, Would welcome your thoughts on how compatible HeroKit is or could be with TPC?
  9. @Ant, Bear with me on this one - I think it's a brilliant idea if it could be done. So, when you are creating an Integer or Float variable (as above), how about you had a tick box underneath with something like "Integer/Float contains variables formulae". Then instead of a straight 12 or 9.2 you put "[V-B-0]+[V-F-2]/[P-I-1]*[V-I-3]" - something that recognises */+-% operands and all Bool, Integer and Float variables. Cast in to a resultant Int if you want to generate an int, cast in to a float if you want to generate a float. Perhaps have bools counting as either 0 (false) or 1 (true) which, when you think about it, would be v useful too. That way you can have formula calculated Integer and Float variables. This would help enormously with stuff like Progression, damage calcs and so on...? I appreciate it would be a big new thing, and maybe for a later release (after 2D and RPG) but.... hope you can see why it would hugely boost functionality...?
  10. @Ant, Just thinking it would be useful to have more string actions like the if string contains action (I posted elsewhere on that one). I was thinking additional String HeroActions like:- - Get String (Uppercase); - Get String (Lowercase); - Get String (Titlecase); // this is where the first character is made a capital/uppercase, the others lowercase // - Get String (Left); // get Left$ of original String // - Get String (Right); // get Right$ of original String // - Get String (Length); // get the length of a String and return that length as an integer // - Get String (Mid); // rather like Mid$ - get/return a string from say characters 12 to 15 - in the original string // - Get String (Find Substring Index); // find a string within another string (with option to say whether search is case sensitive or not, default not) and return the position of the string your searching for within the source string as an integer - so different then to If (String Contains) HeroAction // - Get String (FieldString); // you enter a source String and a delimeter character String and a count Integer and this HeroAction returns the String within the field string ie. "A,quick,brown,fox" as source String, delimeter String = "," count Integer = 3, would return the String "brown" // - Get String (FieldStrings Count); // you enter the source String and a delimeter character String and this HeroAction returns an integer of the number of Fields within the source String // - Others??? [edit] 8-10-2017 I've created (I hope) the above HeroActions as custom HeroActions. See attached. See also this link:- http://aveyond.com/forums/index.php?/topic/19043-other-string-heroactions/ HeroKit Actions - Other String HeroActions - v1.0.unitypackage
  11. @Ant, (May require implementation of Colour as either a Variable or an Object) - Shift Object Colour; // this HeroAction shifts one or two of the Colours within the HeroObject on display // - Shift UI Colour; // this HeroAction shifts one or two of the Colours within the UI on display // - Shift Sprite Colour; // this HeroAction shifts one or two of the Colours within the Sprite within the HeroObject on display // N.B. These HeroActions are pretty amazingly useful. Suddenly you can use the Mesh or Sprite Renderer functionality to shift colour(s) from the defaults and you can say change the colour of a Obsidian Sword from a 'steel-like' colour to a greenish colour because of the HeroProperty that now says it's made from Obsidian. You get near-infinite variation of items, objects, sprites, UI, for very little input....
  12. @Ant, - Is (Object LOH); // this HeroAction determines whether the HeroObject can 'hear' a nearby Object dependent upon hearing skill, threshold and other Object's stealth skill - similar to Is (Object LOS) HeroAction but Line of Hearing (LOH) perhaps less effected by intervening objects in the seen when compared to Line of Sight (LOS)//
  13. @Ant, - Is (Object LOS); // this HeroAction will determine (within an angle and a threshold for sight, minus any Stealth effect) whether the HeroObject can 'see' the Object - takes in to account raycast intervening Objects that block line of sight (LOS) //
  14. @Ant, - Approach Object; // this HeroAction will make the HeroObject turn towards the Object and approach the Object to a proximity of X whilst navigating around NavMesh obstacles //
  15. @Ant, - Face Away From Object; // a HeroAction simply to make a HeroObject face directly away from (without otherwise moving) another particular Object //
  16. @Ant, - Face Object; // a HeroAction simply to make a HeroObject face towards (without otherwise moving) another particular Object //
  17. @ Ant, - Party Formation; // So this Hero Action could be used to a GROUP of HeroObjects to move about or remain together in a particular FORMATION whilst also all still avoiding NavMesh obstacles and so on //
  18. @Ant, - Evade Object; // a HeroAction causing the HeroObject to move to evade the Object, either at a set distance or an unlimited (go as far away as possible) distance, whilst avoiding NavMesh obstacles //
  19. @Ant, - Intercept Object; // a HeroAction causing the HeroObject not to follow the Object (at a distance) but rather to chase down the Object to it's location even as that location may change, whilst avoiding NavMesh obstacles //
  20. @Ant, - Follow Object; // this would be a HeroAction allowing the HeroObject to follow (but maintain a set distance from) another Object whilst also evading other obstances in NavMesh //
  21. @Ant, It would be great to have some tidy Convert HeroActions in to the mix:- - Convert Integer (to Float); - Convert Float (to Integer); - Convert Float (to String); - Convert String (to Float); - Convert Integer (to String); - Convert String (to Integer); - Convert Integer (to Colour); // assuming we might get a Colour variable // - Convert Colour (to Integer); // assuming we might get a Colour variable // - Convert Bool (to String 01); // so if bool is 0 then string is '0', if bool is 1 string is '1' // - Convert Bool (to String OnOff); // so if bool is 0 then string is 'off', if bool is 1 string is 'on' // - Convert Bool (to String YesNo); // so if bool is 0 then string is 'yes', if bool is 1 string is 'no' // [edit] 08-10-2017 I have now (I hope) created all of these custom HeroActions. See the attached and then this link:- http://aveyond.com/forums/index.php?/topic/19042-variable-conversion-heroactions/ HeroKit Actions - Conversion Actions - v1.0.unitypackage
  22. I thought Enums were conspicuous by their absence. I think they could add a lot to functionality especially if we can use them when applying conditions...? Even better yet if can use mask enums... that would save on a shed load of bools....
  23. Does HeroKit support the above aka Diablo and Path of Exile? If not, is it on the Roadmap?
  24. @Ant, Some HeroAction(s) to simply check the presence (just in itself) or otherwise in a HeroObject (or HeroBlock??) of - a HeroProperty; If (HeroProperty) - a HeroPropertyVariable If (HeroProperty Variable) - a Variable; or If (Variable) - a Global. If (Global) and return a Bool as True if that is present...? These would be enornmously useful in and of themselves...