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ChiaPet

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Everything posted by ChiaPet

  1. Generally speaking, these are all part of the functionality that will be in the RPG add-on (although the exact feature set is still TBD). It's certainly possible to implement most/all of this in HeroKit currently, but you'd probably need to make your own custom Actions to support it. HeroKit right now is a toolbox for creating gameplay functionality logically without programming. It's extremely flexible in that regard, but it doesn't have broad templates for any specific game genre just yet.
  2. ChiaPet

    Ant's Journal

    I think this raises some interesting questions about how much HeroKit can/should/will have direct integration with the visual representation of these RPG gameplay elements out of the box. On the one hand, having all of that already established in the kit would make it extremely easy to make your RPG, which I think is part of the vision/mission/goal of HeroKit. On the other hand, if that integration makes it too restrictive to customize the visuals, everyone's game will end up looking the same. I don't profess to know the answer to this conundrum. Maybe some sort of pseudo-MVC approach to make rip-and-replacement of how characters/wearables/status effects are displayed more feasible? For me, at least, being able to easily sub out my own meshes, shaders, and particle effects is the most critical. I can probably live with more restrictive development guardrails otherwise. Good luck navigating all these requests, Ant.
  3. ChiaPet

    Ant's Journal

    I'm definitely interested in your approach to characters and wearables in general. There are so many ways to implement this in Unity and so many assets that do this. I suspect you'll have to pick a path that may not meet everyone's needs, but will hopefully meet the majority of use cases and maintain the kit's simplicity. Will be great to see how you choose to tackle this. Happy to provide input, of course.
  4. ChiaPet

    Ant's Journal

    Using Material.SetColor() on the albedo of a standard shader will tint the whole mesh, though. You normally would just want part of the mesh colored (e.g., the blade of your sword mesh). So yes, you'd have to do something like use Colorify, or like I said previously, use a shader that uses an RGBA-based color map, if you want to go down that route. Not that I wouldn't love this type of feature, but it feels beyond the scope of what HeroKit should be handling, especially for the initial implementation.
  5. ChiaPet

    Ant's Journal

    How would you expose the ability to color an item's mesh? The only way I can think of doing this is using a shader material that uses a color map image that then maps the RGBA values to configurable colors. That would require HeroKit to be rather tightly integrated with the shaders you are using.
  6. ChiaPet

    Ant's Journal

    Awesome. Yeah, I'm worried about unwieldy, or just plain dumb-sounding names if all of the affix names get attached.
  7. ChiaPet

    Ant's Journal

    They are essentially referring to the modifier type with respect to where the modifier name is displayed, relative to the base item name. For example, if you have a Sword with the prefix modifier "Amazing" and the suffix modifier "Strength" both attached to it, the item's compound name would be "Amazing Sword of Strength." For @Ant, would it be too much to ask that changes to the display name be optional when affixes are attached? Please and thank you.
  8. ChiaPet

    Ant's Journal

    Yup, I figured an RMDB approach would be the easiest/best way to keep all of these cascading steps from being error prone. Define your character attributes first, create item properties that are bound to that list of defined attributes, etc. Glad you are taking the time to experiment and think things through!
  9. ChiaPet

    Ant's Journal

    Ooh, Duffer brings up a good point about handlingrequirements to use or equip an item. #scopecreep
  10. ChiaPet

    Ant's Journal

    Looks much cleaner! And yes, I think having Health and Mana as stats that can be optionally added makes sense as well. Thanks for incorporating our feedback in so quickly!
  11. ChiaPet

    Ant's Journal

    To add to Duffer's suggestion, in general, I would prefer a framework within HeroKit that allows me to define item modifiers in a more freeform manner, rather than having a bunch of pre-defined ones that may or may not be applicable to the game I'm developing. I recognize that by giving more freedom, there are more guard rails that may need to be imposed with respect to the procedural order of implementing these effects. But the tradeoff to me is more than worth it.
  12. ChiaPet

    Ant's Journal

    Hey Ant, this looks really great! I had a couple questions about having modifiers do custom things beyond the examples in your screenshot: - Is it possible (or will it be in a future version) to modify custom attributes (e.g., the attribute "Constitution" in my Hero Property)? - Is it possible to execute a custom Action when the item is equipped (or unequipped)? I'm thinking that could be used to do something like grant a character access to an skill/power/spell/ability while the item is equipped. Let me know if you think these ideas can be tackled in different/better ways. Thanks!
  13. ChiaPet

    Item Database - thoughts

    I hope it's okay to tack onto this thread, as opposed to creating a new one, since this is also about items implementation. Happy to make a new thread, if that's better. I was wondering how affixes/suffixes/sockets will work in practice. For equipment (weapons, armor, accessories), these item properties generally represent passive, persistent effects on a character while the item is equipped. In HeroKit, will we be defining these properties somewhere else in the editor, then select from the defined properties when we populate the item database? I can see this getting to be a rather complex problem to tackle. We'd need to define hero object properties/attributes first (e.g., strength, HP, armor rating), then item properties where there are calculations against those attributes (e.g., +4% HP, +5 strength), then the items for which we'd select the relevant properties. Then what about assigning/changing item properties at runtime? Something like a crafting system feature where you consume an item that then adds a property to an object (like a weapon upgrade). Also, how about stacking item properties of the same type? Additive? Multiplicative? Can we decide which? Can it be on a per property basis? Sorry, my mind is going in all different directions...
  14. Oops, sorry. Been out of pocket the last couple of days. I meant metaphorical die rolls. I think TPC integration is going to mean customers can't completely get around coding on their own, and I'm totally okay with that myself. But I do think that being able to reference other hero objects to trigger events or invoke actions could help simplify coding significantly. Maybe something like creating a hero block that represents a game logic manager. Then, in a TPC custom ability, you'd still rely on TPC itself for animation and movement, but you could use that logic manager to perform combat calculations (e.g., calculate whether an attack ability hit or missed, calculate damage done). I suppose there's an argument at that point to just program the game logic stuff from scratch, but I am a terrible coder. I'm much better at thinking through the logic, than I am writing the lines of code to make that logic happen.
  15. Still pretty hypothetical here, but an example could be in the AbilityStarted() method of the TPC ability implementation, calling an action on the hero object associated with the game object/character that also has the TPC controller. So maybe the TPC handles animation and movement, but HeroKit does game logic like combat rolls and calculations. Just spitballing here. I'm definitely open to suggestions on how best to leverage TPC and HeroKit together.
  16. Thinking about this a little bit further, how easy is it to trigger an Event or invoke an Action from something external to hero objects? I was thinking something like creating an ability in TPC and calling Events/Actions within the ability class implementation for game logic.
  17. @Ant I saw your update on the Opsive TPC integration. It definitely includes a lot of related game system functionality (e.g., items, abilities). The core controller for movement and animation, and probably the camera, are probably the pieces I myself am most interested in, since you are planning RPG systems that overlap with a lot of the other functionality in that asset.
  18. Sweet! Fair warning: you are opening Pandora's box here, as it were. Justin has other great assets I think would do well in combination with HeroKit. Behavior Designer is another one, for AI. But I can start a new thread request for that, once I'm ready to tackle it.
  19. Sorry to semi-necro this topic (I just bought HeroKit!), but I'd be interested in integrating Opsive's third person controller with HeroKit as well. Chris over there is really responsive and accommodating with respect to integration with other assets, so I think he'd be more than happy to help out.
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