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ChiaPet

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  1. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Everyone, my computer is back. I'll have new updates soon.
  2. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet, @Duffer123, subclasses are no problem. I’ll add them.
  3. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @ChiaPet,
    Subclasses makes good sense too.
  4. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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. 
  5. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I'm without a computer for a week, so I'm going to move forward without coding for a while and just focus on what might be best in the next databases.
    I'm thinking about how best to set up Races, Sub Races, and Classes. All of these databases will likely have these base fields:
    Meter (classes: max meter values, races & sub races: meter modifiers) Stats (classes: starting stat values, races & sub races: stat modifiers) Elements (all: weaknesses and strengths against specific elements) Conditions (all: weaknesses and strengths against specific conditions) Weapon Types (all: types of weapons that can be equipped)  Armor Types (all: types of armor that can be equipped) Ability Types (all: type of abilities that can be equipped) Races Category Database will look like this:
    Name of Race Type (ex: Elf) Description Base Fields (see above) Races Database will look like this:
    Category (ex: Elf) Name of Race (ex: Moon Elf) Description Base Fields (see above) Starting Weapon Starting Armor Classes that this race can have Class Database will look like this:
    Name of Class (ex: Mage) Description Base Fields (see above) Alignments that this class can have Alignments Database will look like this:
    Name of Alignment (ex: Chaotic neutral) Description Base Fields (see above) Somewhere there needs to be a way to determine how some meter maxes change (for example, as characters gain exp, an experience meter needs to do three things: (a) increase character's level, (b) increase meter max, (c) reset meter value to remainder left over when meter max was reset (ex: if meter value = 10 and meter max = 9, new meter value = 1).
    It's also important that these meter max values are tied to specific races, sub races, or classes. I can see how all of these could effect how quickly a character levels up in exp or other certain skills. 
    I also see that it's important that some meters can't be rolled over. For example, you wouldn't a mana meter to roll over if the character ingested a potion that restored 100 mana for a meter that maxes at 75 mana. 
  6. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet, I'll provide a menu where you can set up animations. Because people can have 2D, 3D, Mecanim, and the legacy system, things can get complicated, fast. After I have this set up, I'll provide a drop-down list for you to select a specific animation (if you don't want to use your default animation for using an ability).
    @Duffer123, Added target requests but left out specific body part targets (this is something we should discuss after the base system is created).
    Added chain attack fields. Left out chain attack I mentioned as this is something that can be set up in actions attached to an ability.
    Passive abilities sound like conditions, so don't worry. You can set up a condition to increase a character's stats in this way.
    Will add a race database since we could have Orc Mage, Orc Warrior, etc. Can you tell me more about subraces?
    I agree that formulas must have access to all stats, classes, etc. After we've got a decent outline for this RPG system, I'll create a language that encompasses these things for formulas.
    Everyone, the abilities database is quite large. I've broken it into two screenshots. If you want details about specific fields, post your thoughts and questions.
    Target: Enemies, Friends, Caster, Enemies and Friends, All Scope: All, Some, One.
    If Some selected, you can enter max number of targets and select Random (if not random, you can select in the game which objects to use ability on) How ability is used: Projectile, Radius around caster,  Directly on target Morph into...: This will show a list of all abilities. Because I only have one right now, I selected Ice Storm. If you morph an ability, the Current Exp resets for that ability. 

     
  7. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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. 
  8. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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. 
  9. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    Targets.... So single or multiple and any limit.  Target types... Self, armour, held weapon, body, enemy, ally, party only (or combination thereof).  Your other stuff works but per above I think you need to define whether ability effects self and/or others and then whether party, allies, enemies, or combination etc
    Chain.... Like your idea too!  But I was thinking more of things like Chain Lightning (which can be thought of in same way) where say you cast lightning at orc A but the lightning and electric element damage range jump to orc B and orc C and chance of so far visually too.
    Active/Passive.... With Abilities I'm not just thinking of attack.  Passive abilities are just there and don't need to be invoked.  An example say of a Passive attack ability though might be 'Sword Mastery 3' such that when you wield a sword weapon type you do 30% more damage.  A Passive defence Ability might be 'Hardcase 2' where you take 20% less damage from blunt weapons or something.  A non combat passive 'Night Sight' wherein you see 20% better outside at night, or 'Trap Averse' wherein you're say 15% more likely to detect and not run on to traps.  I've probably not thought of the best examples...
    Conditions in play.... Think I understand.
    Pause time between use... Yes, works.
    Dependencies... Noted.  Makes sense.  Class database will be handling or referencing a lot!  Don't forget Race (with Subraces) database which, thinking about it, sounds quite similar to Class database...
    Progression... Your way works well... . If you create True Heal 1 and True Heal 2 would be nice if system had background int variable for that ability's 'level' for purpose of both formulae in or on that ability but also other abilities...  In above example, True Heal 1 may have higher background 'level' than Lesser Heal 5.... If you see what I mean?
    If we follow your model for progression that neatly handles calcs and formula per stat or meter so long as your formulas can take in to account ability 'level', stats, meters, race, class and are nice n flexible...
     
  10. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I've made a few changes to the ability menu.
    Added field: Time for incantation Added particle effect for projectile Removed variance (you can add it to formula) Removed stats (you can reference them via formula). If you want to temporarily change the stat assigned to the target, attach a condition. Added formula drop-down list. This list is attached to the new Formula Database, where you can create formulas to use with skills. Formulas are not defined yet. I want to build out more of the system before tackling them.  The menu is getting quite long. I wasn't able to get all of it in this screenshot. If you can think of anything else you think should be added, let me know.

  11. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet & @Duffer123, I've been thinking about how formulas could be implemented and have an idea that I think will work. I'll post a WIP soon.
  12. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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!
  13. Like
    ChiaPet reacted to AK-i in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    @Ant
    Certainly! ^^/
    Like I said before, an ideal character creator would be one that 1. Let's you easily use your own art, 2. Supports both blendshapes AND model swapping, and 3. makes the process of setting it up as painless as possible, making use of the editor (Be it unity or herokit's) as much as possible so you don't have to constantly rewrite your code.
    Part of what made plygame's difficult was that I kept having to go back into the code (or in plygame's case, the visual coding block system) and changing several little things for every single button. It wasn't hard but it was very tedious. Whereas if I could just have the thing I needed to change show up in the editor and the code pull from it, it would have been faster. (If I go back to that character creator, I'll probably try and figure out how to do that myself. Which I am confident plyGame's visual coder can do. Save me some headache and wrist pain)
    So for example, I want the Material on the Eyes to change color. I can make a button that does that, and when I copy and paste the button, I can then change the color on the individuals.
    THEN I can copy and paste that set, and select all the buttons, and change "Eyes" to "Shirt" or "Ears" ect. using all the same color materials, without changing all of them. Sort of like how in unity, you can select several things, change an attribute in the editor, and it changes for all the selected things.
    Hopes this helps! I'll try to explain more later when I have the time!
     
    @ChiaPet
    Thank you! I went with a more art, less code solution. So I had to create individual pieces of clothing for every body type! The correct version of the clothes are then connected to the body type it is supposed to match.
    If I were to tackle this with sliders, the clothes would probably have sliders too
    I will say, this isn't the most ideal method, as rigging and animating the character is incredibly difficult. However it worked for the style I used!
  14. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    ChiaPet's email makes good sense.  There's a free asset on the Asset store called Character Stats which includes code and does some smart stuff with c# objects and stat modifiers.  Definitely worth a look...
  15. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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!
  16. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    Shaping up... 
    Particles.  I suppose you may need to think about particle effects for caster/casting, then for transit and then for impact if hit and for impact if miss/miss targets.  Also consider area of effect/chain effect for targets .... and abilities in which the target is simply the caster...  Also, in terms of selecting particles, think recolouring and element(s).
    In terms of effect, your stuff seems to cover one off effects on meters and stats... But what about effects on meters or stats over time?, permanent or temporary effects?
    Ability.... Active or Passive or some other?  Item(s) required?  If Active, cool down time? Item(s) required? Or item types maybe? A list?  Similarly, Stats required at certain score? Another list?
    Also, required other Ability(s) level/rank/score...
    Also, in terms of effects, what about abilities that have levels or ranks or score and upscale by those or by character's general level.
    Successful use Vs unsuccessful use of abilities... Chance of success is a big one too... How much general experience by character level is rendered?  How then to handle progression of tiered/ranked abilities and general experience/level and experience on individual abilities.
    How do both general Level and then Ability level/rank/score change (progression) chance of success, range/reach, cool down time (if active Ability), duration of effect (if durational) and power (eg where Ability harms, power would be level of damage) - by general Level, Ability Rank/Level/Score.
    I understand Race and Class restrictions handled in those databases.
    And/so how much then to delegate to associated actions...?
  17. Like
    ChiaPet got a reaction from Duffer123 in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    @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. 
  18. Like
    ChiaPet got a reaction from Duffer123 in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    @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. 
  19. Like
    ChiaPet reacted to AK-i in Request (for RPG/Nov Development) - Character Customisation / Selection HeroActions/ Support   
    Some thoughts on Character customization for 3D:
    I think we should steer clear of making something complicated like UMA and focus more on something that let’s people easily use their own art. One of the major complaints I’ve seen with UMA and the reason I steered clear of it is that it is REALLY complicated for anyone that would want to use their own 3D art. It’s possible, and apparently amazing if you can get it working, but it’s not user friendly.
    I wouldn’t mind seeing something closer to what PlyGame did.
    In Plygame, you can create lists with Objects, materials, textures, colors, ect that can be swapped out on your character model with the click of a button. It’s based on having a “base” model that hides and shows objects. I was able to make this little creator demo using PlyGame’s system:
    https://akillustrate.itch.io/loc-character-creator-demo
    While I think PlyGame is fantastic, and would recommend it to anyone who wants to try and learn how to make games, I did run into a few things that could have been better for character creation and might be worth considering if you want to jump into 3D character creation:
    1. Setting up the buttons took forever as it involved copying and pasting the code and changing a few pieces here in there every time. Especially with the color buttons. Unfortunately, I do not have a suggestion how to fix this, but it would be something to consider before starting.
    2. The meshes are still there after you are done. If there was a to hide them instead or attach them to bones or game objects, such that they are all not just in the same place, it would be much nicer to the system.
    3. There wasn’t any clear blendshape or slider support. I probably could have make my own with some digging, but if you can make it so people can easily set up sliders (be it with blendshapes or otherwise) that would be really cool.


    I’m not saying you should copy plygame, but I do think the 3d character creator is something worth looking at for some ideas on how to tackle your own system. You could easily have Hero objects with lists of the things that are the "change to" bits, and apply it to the buttons to send it back and forth. And for single buttons, just have the number of the changed-thing in the unity editor, thus making it easy to adjust. And for sliders, have a list of what the slider affects (ex. Sliding muscles affect the blendshapes of the body and clothes of the character.)
     
    If you want I can talk more about my own process and hurdles with making the creator I linked above. Perhaps it would give you ideas?
  20. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @Duffer123, glad you noticed ammo was missing. I've added an Ammunition Database and Ammunition Type Database. I've made ammo stackable by default.

    There is also now a field in the Weapons Database where you can mark the weapon as something that requires ammunition and the type of ammunition that the weapon can use. I want to keep this to one ammunition type for now (arrows, bolts, bullets). Actions field can be used to customize even further.
    An easy way to deal with ammunition might be to have a specific portion of the inventory menu dedicated to it. Maybe how you order the ammunition determines which is used first, second, third (if weapon supports the ammo type). 
    Also added a wait between attack field in Weapons. Very much needed. Let me know if you see anything else missing. Up next will be Abilities. I'll have notes, thoughts, etc about them tomorrow.

     
  21. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @Duffer123, items, weapons, and armor is stackable. Ammo always stacked.
    Can you give me an example for hero properties and variables? Right now, you can add variables to each database, but hero properties are reserved.
    Min stat requirements is going to be set via class, since some classes might have access to the same item at different levels, etc.
    Range is a good idea for distance weapons. I’ll add this to weapons that require ammo.
    Elements and all types are defined by designer. You have full control over weapon, armor, item, ammo, etc types. I’ll show you the main control panel soon where you can access all of these databases.
    I have been thinking about filters for databases, but this will come later. I have a few ideas, but thoughts are still simmering around how best to implement this feature.
    Looking forward to Abilities, too. Complex, but fun.
  22. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    I think so long as you can attach Variables to elements (for example, individual weapons within weapons database) then you can skip attachment of HeroProperties.
    Re the rest, and filtering, will hold fire and looking forward to seeing what you come up with.
  23. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @callmedan, Not dumb at all. I’ll also add a checkbox for this.
  24. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    Along similar lines do/will equippable items (inc weapons and armour, clothing, etc) have associated equipment slots?  So perhaps an equipment slots database.  The way I've seen this done best is then to have items if equipped cover certain equipment slots, or similar...
  25. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I finished with the weapon type database and weapon database tonight. If you want to attach things like sounds and particle effects, you can do this in the actions section. If you've got any questions, post them. Note that I've added weight for objects and % of success to conditions. 
    I haven't added a slot size modifier. Instead of doing this, I would like to have the size of the icon dictate how many slots are needed for an object. So, if you have some armor, it could take up 4 menu item slots if the icon is large. Or maybe a sword would take up two slots.

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