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Posts posted by ChiaPet

  1. 15 hours ago, JohnDose said:

    However, since I am very new to game develop. According to your word, it that mean develop a multiplay system in Unity cannot use the method which is build everything then figure out the server?It need to have some certain code method with every function I want to make in my game?So, is that I should learn ECS from now?

    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. :) 

  2. 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. 

  3. 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?

  4. @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. :P

  5. 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. 

  6. 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.).

  7. 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.

  8. @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? 

  9. 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. 

  10. @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? :-/

  11. 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...

  12. 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...

  13. 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. :P >

  14. @Ant looks amazing! I had a question about adjusting meters and stats: do those numbers affect just the starting values for a character in that class, or would those adjustments apply every level? I'm assuming just at creation, but wasn't sure. Many RPGs skew a character's stats a certain way as they level up based on class. Not sure if you've considered that for this module or not. 

    Getting back to a topic both Duffer123 and I have discussed, will abilities have their own level/rating as well (outside of character level)? I'm thinking if so, we'd want to be able to set individual ability level caps as part of building classes. 

    I know, this is getting to be annoyingly complex. :P

  15. @Ant have you considered a wiki for HeroKit? I feel like that might be a better way to organize information about the asset as it develops. All of the forum threads you've made for your various components are full of great information, but it's hard to find specific pieces of info or to look at it by logical groupings when it's on these boards. 

    Your community could help maintain and contribute to the wiki as well. :)


  16. Do you mean an open source repo of the Unity project that would build the sample game? That's the only way you would be able to read the code. That also means HeroKit would essentially be open source, which I'm assuming is not the licensing path that Ant wants to go down. 

    I think a better alternative would be a connected set of tutorials that ultimately produce a sample game, the result of which could be available as a download of the build, so you can actually play the game produced via HeroKit. 

  17. It's fun to see how you are breaking all of this down into the component data parts. I oftentimes find myself able to get down to that level without too much trouble; it's coding it all that makes my head spin haha. 

    May I request the addition of subclasses represented in this schema? It feels somewhat similar to subraces, in that there might be stat and meter modifiers for the base values inherited from race and class. For me, I'd also use subclasses as a potential prerequisite value for learning abilities (both passive and active), and potentially to use equipment or items as well. 

  18. Very nice! For animations, could we have an option for triggering an animation trigger, rather than referencing the animation itself? I think that might be a more flexible way to go for those using Mecanim. 

    Also, it would be great to have both a charging/preparation timer as well as an execution timer (with animation options associated with both). I'm not sure whether you intend "time for incantation" to be one or the other of those, or maybe both put together, but I can see a need to keep them separate. For example, I may have a spell that requires two seconds of a character in a looping animation, then one second to actually "cast" the spell via a different animation. 

  19. I'd like to propose that for many of these ability parameters, support a formula-building approach to the final number. For example, "damage" to the Health meter has a base value and then you can modify that base value by appending math operations that incorporate other stats (e.g., Strength, Armor). Stats may come from both the ability caster as well as the target to influence the final number. Assuming character levels, class levels, or ability ranks are also considered stats or something equivalent, you could include those as options with these math operations. I recognize this complicates this database quite a bit, but I feel like if you can noodle it out, it will provide a ton of standard RPG functionality, with respect to how abilities are influenced by character stats. 

    The various timers associated with an ability are definitely something to consider. There's usually some combination of charging time, casting/executing time, maybe wind-down time, and then a cooldown timer. I'm not sure if you've decided on how you want to incorporate animation into this. Nor do I have any good suggestions off the top of my head right now. :)

    Great to see more progress!

  20. @AK-i that is a fantastic demo. Would you mind sharing how you adjusted the piece of clothing to fit the body types? Do you have different variants of the same mesh for each body type? Or did you map the clothing mesh vertices to your body to auto-morph with a change in body shape? 

    I'm also a big fan of body customization in games, ideally with both bone scaling (to do things like lengthen/shorten limbs or broaden/narrow shoulders) and blendshapes (to adjust individual body part features). I have yet to find one or more assets on the store that allow you to get your clothing/armor meshes to match body customizations of that nature in a way that lets you swap out any clothing/armor mesh at runtime. (Besides UMA, which as already noted, is rather complicated. Not that it isn't a wonder and boon for the community, since it's free and all.)

    I've seen some assets that let you map vertices in the editor, but you essentially have to save the mapped mesh along with the character model prefab and basically disable the mesh renderer if you don't want it to show. Seems rather clunky to have <N> meshes for all your clothing/armor options attached to your character running around and only rendering whatever is equipped at the time. It's been a while since I've looked into this type of system again, so maybe there is something better out there. 

  21. Me likey! So in the screenshot, it looks like "Carrot of Death" applies the Death condition when it's used (presumably on the target the player has selected at the time they use the carrot item). How easy will it be in this RPG module to incorporate conditions with equipped items? I'm thinking of two scenarios right now: 

    1) On weapons, associating a condition with an affix or socketable enhancement that applies the condition upon striking an enemy. (Ideally, there'd be some sort of percentage chance option here, to allow for random application of the condition.)

    2) For both weapons and armor, having a condition be applied to the wearer while the item is equipped/worn. For example, applying the Regeneration "condition" to your character while wearing something with that associated enhancement. 


    Also, a couple questions/requests/ideas about the Conditions database:

    - Can conditions be designated as stackable (i.e., a character can have multiple simultaneous applications of that condition) or not stackable?

    - For changes to meters, what are the other options in the dropdown besides "permanent"? Is there an option that's tick-based (e.g., a Poison condition that removes HP every designated time interval)? 


    Thanks again for all your hard work and thoughtfulness :)

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