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ChiaPet

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  1. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet that is a very good idea. I will implement this.
    I wanted to start on Classes today, BUT... I realized before I can do this, I need to create weapons, armors, and spells. Why? Your class will determine what types of these things you can equip and learn. 
     
  2. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    Sorry, I'm contributing to the feature creep here. How about percentage chance of applying a condition or executing a custom action as part of either direct item effects or effects associated with an affix (native or socketed)? 
  3. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    Or even 1000s of items...   +++ to DoT, HoT and tick-interval time...
     
  4. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Filters could come in handy... especially if you have hundreds of items.
  5. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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
  6. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    @Ant great! Are DoT (damage over time) and HoT (health over time) effects also an optional effect for conditions, ideally with the ability to specify the time interval between healing/damage ticks? 
  7. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    @Ant great! Are DoT (damage over time) and HoT (health over time) effects also an optional effect for conditions, ideally with the ability to specify the time interval between healing/damage ticks? 
  8. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet, I don’t have a tick interval time, but I’ll add this. Good idea.
  9. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet, conditions are stackable. You can assign “temporary” or “permanent” to meters and stats. If “temporary” is selected, the change to the meter/stat only lasts while the character has the condition. I also need to add an option to have a condition stop a meter/stat from being updated while condition persists.
    Armor applies condition to wearer,  weapon applies condition to enemy.
    When I build the weapon database, I could add both offensive and defensive condition slots.
  10. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @ChiaPet,
    Yes, you're right.  Conditions and spells and stat or meter modifiers will either have to be one off, instant, permanent or durational...
  11. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    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
  12. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Conditions are complete. Here is a look at the database:

    And this is how you attach one to an item in the Items Database:

    @Duffer123, I've added item weight (not what you see above). 
    @ChiaPet, There are a lot of fields. I'm thinking I may have a menu where you can make the ones you want visible and hide the rest. 
     
  13. Like
    ChiaPet got a reaction from Duffer123 in Some questions about the system and third party integrations.   
    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.
  14. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @Duffer123, notes below:
    Nope, you don't need to use these. Only if you want to. I'll need them on some items in my game, but not all of them.
    I want to make this happen. The visuals would be cool. Especially on that magic sword that crackles when it's equipped.
    Depends. If you mean that when an item is equipped, it should appear in the game on the player, I will have an action for this. If you want to use a 3D image instead of a 2D snapshot of it in the inventory menu, I will look into this. 
    This sounds like a job for a crafting menu. Not created yet, but I like this idea for when it is.
    @ChiaPet, notes below.
    This is something I think about. But I have a plan. The way I've been building the databases should make it very easy for me (and any brave developers) to build custom-looking Item Builder Menus. The last screenshot I posted is the basic Item Builder Menu I've created that sits on top of the Item Database. It's going to get bigger and more complicated as requests come in, but... I could easily clone this base Item Builder Menu and make new ones with fewer/more specific fields. And they would all point to the same Items Database. Some people would end up with hidden fields that they would never use, but they would always be there, just in case... 
     
     
     
  15. Like
    ChiaPet got a reaction from Duffer123 in 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.
  16. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Finished the Elements database tonight. You can assign elements to items. Elements are things like fire, ice, etc. Items will be able to inflict or remove an element. Elements will also be something you can assign to a player class. So, if you have a fire mage class, you'll be able to mark a box to ensure fire attacks on this player will not do as much damage, but water attacks will do more damage than normal.
    Next up are ailments. Ailments are things like "currently poisoned", "currently mute", etc. These are important because they can be assigned to both items and players. They are similar to Elements, but they are bit more complicated. 
  17. Like
    ChiaPet got a reaction from Duffer123 in 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.  
  18. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Going to put equippable items into their own database as wearables. Equipable weapons will also get a database.
    Loot weight and chance to loot should fit into attributes database, but we’ll see. If not, they’ll get their own fields.
    I’m going to work on the player databases next. These database will cover things like race, class, level, etc. Once these are finished, let’s return to the items database and discuss where to put these things. 
  19. Like
    ChiaPet got a reaction from Duffer123 in 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.
  20. Like
    ChiaPet got a reaction from Duffer123 in 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.
  21. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @ChiaPet,
    You're right.  I'd be happy though with Material.SetColor.  I own those two Assets so I could easily create my own custom HeroActions too...
  22. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Don't worry, folks. The way I'm setting up items, adding these as custom actions shouldn't be a problem... but I will probably just make them for you, since I suspect it won't be much of an issue.
    Speaking of actions, I wanted to let you know that actions are almost 100% hooked up in the items database. I'm just cleaning up the way I want them to look. Tomorrow, I'll post what I've come up with. 
  23. Like
    ChiaPet got a reaction from Duffer123 in 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.
  24. Like
    ChiaPet got a reaction from Duffer123 in 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.
  25. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Everyone, here is an early WIP of what Actions may look like in the Items Database. I'm going to test adding actions in-line. You'll be able to expand and collapse each item to set the fields. You'll be able to use actions to add values to fields like Health, Mana, Monetary Value, etc. Note that these are the same fields that are available to affixes. If this works out, I'll update the Affixes database to use this layout as well, since it gets rid of lots of clutter. 

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