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ChiaPet

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  1. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I hit a snag this week when I discovered some critical 2D actions were missing this week (thanks @Guille for pointing them out). They've been added, along with some actions that were needed to let you swap menu skins on the fly during gameplay. I've just submitted a new version of HeroKit to the asset store with these new features.
    One note: I'm going to start labeling new actions with [BETA]. If no one reports issues w/in a month, I'll remove the [BETA] tag. 
    Getting back to RPG features next week.
  2. Like
    ChiaPet got a reaction from Amaranth in Why I can't find these database functions?   
    The RPG add-on is not finished yet. Ant is using that checklist to update us on his internal progress.
  3. Like
    ChiaPet got a reaction from Amaranth in Why I can't find these database functions?   
    The RPG add-on is not finished yet. Ant is using that checklist to update us on his internal progress.
  4. Like
    ChiaPet reacted to Amaranth in Roadmap   
    1.09 will be live on the asset store this week. In this version, we've made it easier for you to use your own menus. Actions that target menus now point to a new database that contains the default menus that we provided for you. Previously, the paths of the default menus were hard-coded into the actions (ex Open Journal Menu, Close Journal Menu).
    To see this change, open any Hero Object in the HeroKit Editor, then press the Menu Icon on the upper-right side. This opens the HeroKit Settings Menu. Scroll down and press the Show/Hide Menu Templates button. All of the menu templates (prefabs) are listed for your project. The menu templates that come with HeroKit are listed by default.
    If you want to use your own menus, make sure to duplicate one of the templates. The templates are located in this directory: HeroKit > Hero Engine > Assets > Resources > Hero Templates > Menus. You can put your menus wherever you want, BUT they must reside in an Assets/Resources directory. My advice is that you put them in your HeroKit project folder in this directory: [Project Name] (HeroKit) > Assets > Game Assets > GUI > Resources.
    HeroKit 1.09 Change List
    Check out my journal to see what I'm building next for you. There are a lot of exciting things happening with new RPG menus and databases.
  5. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    All actions have been updated. Tomorrow I'll test. This weekend, I'm going to add a few bug fixes to this version of HeroKit, release it to the Unity Store, and get back to the RPG menus.
  6. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I've got the custom menu system rigged up and working on both the editor and in-game side. Next step is to update all of the actions with the new code. This part is very easy, but will require some time because there are a lot of actions to update. Guesstimate time of finish: Friday.
  7. Like
    ChiaPet reacted to Amaranth in drag and drop for animations   
  8. Like
    ChiaPet reacted to Amaranth in I want to change the settings of the dialogue canvas.   
    You can do this absolutely.
    Open the Project tab, Hierarchy tab, and Inspector tab. Open your Project tab and navigate to HeroKit > Hero Engine > Assets > Resources > Hero Templates > Menus In the Menus folder, you want to modify a prefab called HeroKit Dialog Box A. Drag this prefab into the Hierarchy Tab and select it. In the Inspector tab, mark the checkbox on the top right to make the dialog box visible in the scene. Make your changes in the scene. When you are done, return to the Inspector tab and unmark the checkbox on the top right and select the Apply button.  I'm going to make this even easier very soon (by May 1). Here are the plans:
    In the HeroKit Settings menu, the default menu prefabs will be attached to form fields. You can replace the default prefabs with your own and the game will use these.  I'm also going to introduce actions that let you swap between different menus on the fly during gameplay. If you get stuck, let me know. Also make a backup when you have created your menu. When you update HeroKit, it might blast the changes you made. 
  9. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    This week, I'm building the unit tests for the databases. Unit tests are a quick way to check to make sure that everything is working properly if I make changes to the system down the line. Getting ready to tackle the in-game side of development, but taking a breather this week. The databases were a big project. I'm looking forward to getting things done as I have game ideas that need this add-on soon.
  10. Like
    ChiaPet reacted to Amaranth in HeroKit RPG: General Menu for key database values   
    Need to add important key fields to a main menu. For example, the Level meter is necessary if you want characters to only have items when they reach specific levels. This meter needs to be identified somewhere in the system. Same with any other important meters and fields (maybe currency?)
  11. Like
    ChiaPet reacted to Amaranth in HeroKit RPG: Add sorting to RPG databases   
    Databases that can have a type need a way for the creator to only view items of a specific type in the menu view. (Items, Weapons, etc)
  12. Like
    ChiaPet reacted to Amaranth in Action Menu   
    There are lots of actions and there will be more for each genre kit. A separate editor window is needed that will display actions based on which folders they are in. This window should open when the creator clicks a button next to the action field on an action form. Continue to allow creator to drag and drop actions as well.
  13. Like
    ChiaPet reacted to Amaranth in Roadmap   
    The databases are 90% complete. I'm going to leave them this way until I've got the live scenes connected to them and working properly. I've updated the roadmap with new features and adjustments.
  14. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet, you will absolutely be able to change the character name when desired.  You can select as many starting abilities as you want. You can select which stats and meters the character will use, but the default values for these fields will be determined by the class/subclass/race/subrace. The highest value is used if these values conflict. 
    Currently, I'm planning the next major phase of the project. There are odds and ends to clean up with the RPG databases (show items of specific type only) and a few open issues that I want to revisit after I've connected the databases to live game data (flesh out formulas and formula graphs). 
    I believe I've found a very simply way to attach a character via hero action to a hero object. I'm looking at the idea from a few different angles this week and thinking about what could go wrong with this design. 
    After things are polished up and I've created a way for you to connect a character in the character database to a hero object in the scene, I'll tackle a few actions specifically for HeroKit RPG (ex. change character name). After that, my focus will be on menus and then on skills. Skills may be complex.
  15. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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?
  16. Like
    ChiaPet reacted to AK-i in Ant's Journal   
    So far so good I think! I have no complaints on readability or design. Looks very straightforward.
  17. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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?
  18. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Okay everyone, here is the next screenshot for the Character Database.
    This is what you can do
    Select the character type. This could be hero, monster, npc, etc. Name & description Starting class (main class and subclass) Starting race (main race and subrace) Starting alignment Starting weapon and equipment Starting abilities. Starting stats, and meters (checkbox for the ones you want character to use)
    I've begun the process of refining the system. I'll be posting tickets in the bug reporting forum soon. There are lots of small details that need to be addressed. Also, I'm not 100% happy with how stats and meters are managed in the Character, Class, and Race databases. They will likely be tweaked.
  19. Like
    ChiaPet reacted to Amaranth in HeroKit RPG: Formulas   
    Need a way to work with dynamic formulas. (think curves)
  20. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    Looking forward to next screenies.  It's been a marathon for you but sure it will be worth it!
    I imagine the end RPG HeroKit product will also include a 'fair few' additional HeroActions...
    Looking forward also to seeing your thinking on formulae and, maybe, custom databases.
  21. Like
    ChiaPet got a reaction from Amaranth in Ant's Journal   
    @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. 
  22. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet, very good summary. 
  23. Like
    ChiaPet got a reaction from Amaranth in Ant's Journal   
    @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. 
  24. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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. 
  25. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I’ve been thinking about HeroKit and the RPG Addon. This is what I’m going to do:
    When HeroKit RPG is finished, I’m going to re-name HeroKit on the asset store to HeroKit RPG. If I create any new addons after that, like HeroKit JRPG or HeroKit Visual Novel, each of these will contain the core HeroKit libraries. I’ll structure the project so that you can have all of these genre-specific addons at the same time.
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