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ChiaPet

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  1. Like
    ChiaPet reacted to AK-i in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    That's fair!
    As an artist who has trouble reading code (it strain my eyes really bad...), UMA is definitely a daunting one. I can tell it's a powerful system that has had a lot of time put into it, but sadly it's too complex to get anywhere if you want to use custom art. It also uses a solution that doesn't work for every style out there.
    And yeah, Mixamo was definitely a sad loss ... It was really well put together and could have gone so far. It's really a shame.
    I'd hope my proposed solution would work with something like Meshtint Studio's "SimP Series", which seems to use a similar approach, minus an actual in game character creator.
    Here's another graph to show how I think HeroKit could implement in-game character creator tools. Again sorry for any spelling errors!

     
  2. Like
    ChiaPet got a reaction from AK-i in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    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...
  3. Like
    ChiaPet reacted to AK-i in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    Hm... I guess that would be up to Ant!
    I personally figured a solution like this would put all the art up to the artist. (Ie. Artist makes all the art. Herokit just helps artist stack and sort all the art into a creator that can be used at run time for their RPG.)
    If there is an example scene, I think showing off that the character creator can literally be anything would be nice. Maybe change the colors of those monster models. Stick hats and bow ties on them. I'm sure there are other free models out there that can show the same.
  4. Like
    ChiaPet got a reaction from Duffer123 in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    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.  >
  5. Like
    ChiaPet got a reaction from Duffer123 in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    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.  >
  6. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I've added a few requests:
    You can now have the following options for weapons, armor, and abilities: Show All - shows all weapons Show Selected - shows only weapons that this class can equip Show Not Selected - shows only weapons that this class cannot equip Meters and Stats work as follows: You can set the starting value You can attach a formula that will modify a stat or meter max when the character levels up Next steps: 
    Creating class type, race, and race type. Most of the fields will be reused.
  7. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @Duffer123, let me think about the best place for this. Because this affects whether the class can be enabled, I suspect the best place for this feature may be in actions that control how classes can be applied to characters. I'll keep an eye on this issue and prepare some tests.
  8. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I think we need them. It could make progression very interesting.
  9. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    P.s. any further thoughts on formulae... Which could address quite a few of the Progression issues?
  10. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet & @Duffer123, I'll add a second option for each meter and stat so that you can add an amount that will be added each time the character levels up. So for meters, you would have these fields for each meter:
    Base Value - this will be added to character when game starts Level Up Value - this will be added to the character each time it levels up. i think an option to a formula here is necessary. I'll add a field for this. Abilities can't level up, but they can morph. So, if you have Ice Level 1, you can morph it to Ice Level 2. Each ability has a meter that tracks how many times it's been used. If you choose to use this meter, the ability will morph into another ability. 
    I'll also experiment with a button or drop-down that lets you see only weapons/armor/abilities that are or are not selected.
    Duffer, can you tell me more about the min Attributes idea?
     
  11. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    @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.
  12. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Everyone, take a look at the finished version of the Stats Database. Is anything missing? Does something not make sense? Any adjustments for your game? Most of these fields will also appear in the Subclass Database, Race Database, and Subrace Database. Best to get them right now.
    Here are notes:
    There will be a Class Type dropdown list but I haven't built out Class Types yet.  Weapons, Armor, and Abilities sections have the same layout. pick the weapon type. all weapons of that type displayed. checkmark items that this class can equip. Conditions and Elements have the same layout. pick a condition and press Add to add it to list. if you uncheck an item, it is removed from the list. (or press remove button) note: conditions and elements don't have types but I could add these to make them consistent with Weapons, Armor, and Abilities. let me know if you want this. Adjust meters and Adjust stats have the same layout.  pick an item and press Add to add it to the list. if you uncheck an item, it is removed from list. (or press remove button) if you add a value for a meter, this will adjust the max meter value (ex mana meter 0-200 might become 0-220 or 0-190) if you add a value for a stat, this will adjust the character's stat (ex strength 30 might become 50 or 10)
     
  13. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Currently building the Meter logic in the Class Database. It's taking a bit longer because this section is going to require both a BitArray and IntArray to collect values. The IntArray is going to be more powerful than what I've currently created. You will be able to store any size integers. Everything is almost working but needs testing. I'll have screenshots tomorrow, most likely.
  14. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Here's the most recent screenshot of the Class database. I added a section for abilities and I've changed the way you set values for Weapons, Armor, and Abilities (they all use the same format). If you select a type (ex. Ability Type), it will display all items of that type. Then, you just mark the things you want and leave the things you don't want.
    Getting started on Meters and Stats next. I need to sketch out these sections as I think they could possibly get complex.

  15. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @Duffer123, items listed with check boxes beside them are the actual items that can be equipped. For example, if you wanted to add an ice sword, you would first select "swords" from the first drop-down list and then "ice sword" from the second drop-down list. To remove the item from the equipable list, you un-mark the checkbox beside the item in the list. 
    I have an idea that I want to try out tonight to make it easier to mass add/remove items. I'll have a screenshot soon.
    For conditions and elements, I'm using a string for an int array, so each slot in the string can be a value from 0-9. 0 and 1 are reserved, which leaves me with 8 slots to work with. Right now I'm working with six of them (2-8):
    1-No defense against this 2-Very weak against this 3-Weak against this 4-Neutral 5-Strong against this 6-Very strong against this 7-Immune to this Alignments database sounds like a good idea. I suspect it will be best to choose which classes an alignment can have in the Alignments database. 
    Dido with the Races database. I'll let designers choose which classes a race can have inside the race database.
    I'm going to get started on the Meter and Stats fields next. More details to come soon.
  16. Like
    ChiaPet got a reaction from Duffer123 in Sample Game?   
    @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.
     
  17. Like
    ChiaPet got a reaction from Duffer123 in Sample Game?   
    @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.
     
  18. Like
    ChiaPet reacted to Amaranth in Sample Game?   
    Here’s my plan: I want to make sample games and provide free assets for each builder I release. The first one will be the RPG Builder. This will be followed by the JRPG Builder, etc. 
    I could provide some sample code for the actions.
     
     
  19. Like
    ChiaPet got a reaction from Duffer123 in Sample Game?   
    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. 
  20. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    Congrats on breaking the back of these databases!
    Got a couple of things I'm not sure on re above.
    Why mention of wooden and iron ?  Are they weapon types or just specific weapons?
    Also with conditions and elements, why strong and weak and why not just use percentages?  Percentages more exact?
    With Classes (and SubClasses?) and Races and SubRaces do we optionally need Alignments restrictions?
    Would certain Classes be limited to certain Races (but this perhaps managed from Races database)?
    Hoping you're going to do experience and progression with ranks/levels with Classes?  How would that effect Class abilities etc?
    Minimum attributes?
    [edit] just read your bit about 'a lot more to do'.... !
  21. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I've finished several parts of the class database: weapons, armor, conditions, and elements. There is a lot more to do, but these were the tough fields and I wanted to get them out of the way first.
    Weapons - weapons that members of this class can equip Armor - armor that members of this class can equip Conditions - conditions that members of this class are weak or strong against (determines probability of an attack attaching this condition to a character. A character strong against poison is unlikely to be poisoned. A character weak against poison is more likely to be poisoned). Elements - elements that members of this class are weak or strong against (similar to conditions. If a character who is weak against fire is attacked by a fire sword, the fire sword will do more damage than normal. If a character who is strong against fire is attacked by a fire sword, the fire sword will do less damage than normal).
  22. Like
    ChiaPet reacted to Specter in Sample Game?   
    I didn't mean the entire project. Just the critical parts would be good enough (the project need not be build-able). Anyway, I somewhat overlooked the fact that a lot of HeroKit is GUI based rather than scripting and so you won't have much code to show anyway, so your suggestion seems much better!
  23. Like
    ChiaPet got a reaction from Duffer123 in Sample Game?   
    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. 
  24. Like
    ChiaPet got a reaction from Duffer123 in Sample Game?   
    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. 
  25. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I've been working on how to allow you to select as many weapon types as you want for a class. You could potentially have a 1000+ weapon types and if you want a character to have access to all of these, you should be able to set this (instead of only getting up to 10 choices).
    Because you are going to either allow or disallow a weapon type for a class, I think we have a good case for using a bitarray. This is my test plan: store bits (1 and 0s) in a string like this: "101100". Each index in the string will represent a weapon type in the database. 1 = Weapon type allowed, 0 = Weapon type not allowed.
    I'll store this string in a hero object. The string could potentially contain settings for thousands of weapons... all in one simple string. With this setup, I can convert the string to a bitarray and the bitarray back into a string. When a player plays the game, this conversion to bitarray will only happen once, which should be great for performance.
    If this idea works, I want to take a look at a few databases I've already finished and see if this style of data storage might work for any other list fields that can simply be on or off.
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