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About ChiaPet

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  1. We had a conversation on this topic in a neighboring thread here. Long story short: there's no quick or easy way to add multiplayer into HeroKit (or pretty much any other game making tool currently), as multiplayer is still a very hard problem to solve for the time being.
  2. I recommend you do a lot of your own independent research into 1) multiplayer game programming in general and 2) options for multiplayer implementation in Unity. I think you'll quickly see how difficult it is to both understand and implement multiplayer features if you are a hobbyist developer who is new to programming, especially if you want to have something that approaches MMO-style games (where the server helps prevent players from cheating). If you are fully reliant on Ant's toolkit for developing your game, it's highly unlikely you'll be able to program multiplayer on your own. I say all of this as someone else who has poor programming skills and big game development dreams.
  3. I just want to reiterate that multiplayer for a game toolkit like this one is a massive undertaking, so I would not expect it to be something that will be added in the near future or as part of a free update. Multiplayer game logic/code requires a fundamentally different approach from single player right now in pretty much any game engine (not just Unity), so building it into a toolkit where the customer doesn't have to understand the difference makes it much more challenging for the toolkit developer. It looks like Unity's future roadmap for ECS includes a new way to handle multiplayer in a more unified/simplified manner with writing single player games, so it won't be as difficult of a shift between the two. If that really ends up being true, it might be more feasible to implement multiplayer systems in something like HeroKit after that happens--although that would also mean converting at least some of the core structure of HeroKit to leverage ECS. That is likely also a massive undertaking.
  4. The RPG add-on is not finished yet. Ant is using that checklist to update us on his internal progress.
  5. Looks really great! One question about character name: is it possible to assign that to a variable? That way, players can name characters (or at least their main player character, which is the biggest use case in my mind). For the starting abilities, stats, and meters, I'm assuming for character-specific values here, it combines similarly with how you described it for classes/subclasses and races/subraces?
  6. @AK-i I think what Ant means is that the base asset, currently named HeroKit, will become HeroKit RPG, once the RPG systems are ready, rather than him spinning it off into its own addon. That way, the base asset is both the core HeroKit libraries/systems + the RPG-specific addon functionality, so customers can more easily create a game from the start. Right now, there's still a lot of data design and potentially programming work that needs to be done with just HeroKit as-is (even if that work is much easier, with the flexibility of the asset). Other genre-specific assets under the HeroKit name would then be separate assets, but would also include the base HeroKit libraries (which exist in the tool today). So they would all be separate, independent assets, but built on the same core HeroKit concept. I have a similar question as yours about RPG vs JRPG. I actually think "JRPG" may not be a good moniker, since it seems more related to non-gameplay aspects of the game (e.g., quirky characters, grand/epic plotlines). As I noted above, I think Ant should probably stick with a specific subgenre of RPG (probably real-time, 3D?) for this first addon/implementation, then either create other assets for those other RPG types (turn-based, 2D, etc.) or implement them as updates to the existing asset (and with some clear guard rails that help separate conflicting gameplay approaches). Ant, feel free to correct my logic.
  7. I love this! Would love for you to make other genre-specific addons. I'll be interested in seeing how you organize (and potentially splinter off) the various RPG game types. 3D vs 2D and turn-based vs real-time are a rather fundamental 2x2 matrix of choices. Also, whether to use physics, which would add more action/platformer-like gameplay, whether 3D or 2D. I feel like a lot of the RPG databases you're building are universal, but certain aspects within those databases, like the types of abilities you can create, as well as how characters are controlled (both via input and AI) will be very different, depending on how you go with those abovementioned choices. Maybe customers should specify those big decisions at the beginning, and then HeroKit RPG associates or unlocks certain functionality within the editor UI, based on those assumptions. That might also allow you to more cleanly draw the line at where you can/should stop with this initial implementation and where you would create new addons. I worry trying to accommodate all of these RPG subgenres in this initial implementation will take too long and too much work.
  8. The RPG add-on for HeroKit is in development with no real ETA for when it will be complete. There are other threads in this forum you can watch to see how progress is coming along. It's possible to build an RPG with HeroKit, but given the level of complexity an RPG typically has, it would still be a daunting task for a non-programmer. I'd suggest waiting until Ant is finished with his add-on before tackling it, although there's a lot of planning work around your game you can do ahead of time (e.g., build out lists of attributes, classes, abilities, etc.).
  9. Could you provide more details about how formulas for meters and attributes work? I'm trying to gauge how flexible formula building can be. If I think about old RPG Maker examples, you could use curves/graphs for these types of stats to scale them from a starting value at level 1 to a max value at level <#> in a non-linear fashion. Would be amazing if that were similarly possible here, although I'm guessing that could be a bit tricky to implement.
  10. @Ant looks really awesome! I have a couple questions based on inspecting those amazing screenshots: - For weapons, armor, and abilities at least, are there also level requirements or some other way to designate at what level a character of that class/subclass/race/subrace would gain access? For abilities in particular, I think many game concepts would want to stagger ability acquisition throughout the leveling process. For weapons and armor, I actually think that's also fairly common, where a character unlocks new weapon or armor types at higher levels. - Since class/subclass/race/subrace can all theoretically define starting max parameters or formulae for the same meters, what happens if a character has conflicting meter info, based on the combination of class/subclass/race/subrace chosen?
  11. Yeah, I suppose character art is very specific to your game's art direction. That's one issue I see with UMA--or more specifically, another reason why I shy away from it. If you are using the base UMA models, it'll be pretty obvious to anyone familiar with the asset. Converting custom models to UMA seems to also be problematic, or at least, very user unfriendly.
  12. @Duffer123 I've actually been checking in on the Manuel Bastoni models, as well as MakeHuman.org's. The Bastoni ones seem to have more promise. I also have SKINN, although I find the documentation to be lacking, even if it seems like there's tons of great functionality there and in development. Still, there's a huge dearth of assets to tack onto these base models (hair, clothing, armor, etc.). It feels like there is or should be a decent market for this, right? :-/
  13. I've seen those SimP models on the asset store. Those don't have blendshapes though, do they? I'm trying to figure out where to find a good stable of artistically coherent assets for fantasy/medieval settings. UMA is too daunting for me to use from a coding perspective. Morph3D seems to be just as complex and frustrating, but for different reasons (lack of developer transparency being chief among them). Just using Daz3D models won't work either, as all of the clothing/armor/hair content is way too high poly to use in games--not to mention the nickel-and-dime-you-to-death licensing model they have now. Ugh, why is game dev so hard lol...
  14. Yeah, I think for me as a hobbyist exploring game dev in my spare time (and with my spare money lol), solving the 3D character art problem for a robust RPG-style character customization system can be such a big hurdle. UMA is way tpo complex for my meager coding skills. I really lament that Mixamo Fuse is on hold indefinitely; that tool had such promise for character customization back in the day...
  15. I think this is really great and well thought-out! One challenge I think I see is how you'd implement a working example of this type of character system for the community/customers to use as a starting point. Does Ant need to include art assets? Should we as the community crowdfund/crowdsource those assets? Or do we share the creation of this example and the related documentation with Ant, who would really just be responsible for the functionality in HeroKit and help with hints on that documentation effort? <Insert my prior suggestion for a community wiki here. >
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