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  1. @JohnDose I haven't done much research on QTEs, but I'd imagine something like that might involve some sort of trigger at a point in an animation that both turns on the QTE/Slo-mo AND turns it off if the QTE is missed. Something like "If [animation] is at [x] seconds then set [QTE button/prompt] active." Then the same to deactivate it. Then also "If [QTE button/prompt] is active then [QTE Action] is active, Else it is inactive" of course something like that will probably be harder to actually code, but I imagine that's what the logic of it would be. I don't know how Ant plans to incorporate time line stuff, but it doesn't hurt to consider how it will work in the long run!
  2. @JohnDose I imagine QTEs would involve the timeline and animations and possibly cinemacine, which I know is on the "research" list of the Roadmap. How were you planning on using them? Full on cinematic QTEs or like... In game dodge roll type things?
  3. So far so good I think! I have no complaints on readability or design. Looks very straightforward.
  4. So you would buy them all separately? Or it will be Hero Kit RPG on the store until the others are finished? I'm not quite sure I understand the explanation. (also this may be a silly question, but what would be the difference between RPG and JRPG in terms of Hero kit?)
  5. @Duffer123 For inventories, I wouldn't forget stackability! If we're talking inventory space. But yeah, I feel like flexibility is key here. Don't want to pigeon hole the add-on into only being good for very specific systems. Nor do I want to put all the responsibility on Ant to make every single type of database imaginable, that just seems unreasonable to me. :'D Plus being able to make our own would be good if we wanted to do something NOT typical of RPGS. (For Example: I'd like to create a sort of database that Let's people customize swords for different abilities and effects. I could probably finagle one of the current systems to work with what I have in mind, but being able to make my own would be pretty nice!)
  6. @Duffer123 For those first few it sounds like sort of a miscellaneous database? Like... Databases that cover things that are not common to all RPGS but are flexible. That might also be something to cover in a tutorial, ie. How to make a custom database. Cause I'm sure we could think of infinite possibilities, but then we'd be filling the kit with things not everyone will want or need. It might be better to look into how people can make their own database at that point. The inventory stuff is a good point, though! While I don't think I'd ever use a weight system, I could see myself using a max number system, which could double as a weight system if your max number was a weight. (And if you're not interested in that, set the weight of your items to 1). That said the RE4 style "fit in a grid" system might not work for databases. That feels more like a mini game that doubles as an inventory left up to UI and hitboxes. (If that's what you meant? I apologise if I misunderstood!) @Ant As I mentioned to Duffer, it might be good to have some sort of way to make custom databases. Be it an easy to follow coding tutorial or some sort of precoded system. I'm sure people would want a precoded system, but if you make a tutorial that makes it easy to find where things need to be changed and added, I could see that being helpful too.
  7. Ahh, nice! That's so cool! Thanks for all the hard work!
  8. Nice! Can't wait to see it! I definitely feel like the databases are a nice way to keep things organised, and are very flexible. I think I've said this already, but I love how someone could make a D&D inspired system easily from this if they wanted to.
  9. Trying to think of a list of things to consider. Here's what I got so far: Object Layering - Layers Objects and Prefabs on top of a base. The base should probably be an actual armature instead of a base model to allow flexibility for character creators that want more than one race to choose from Rigged Meshes - Base body types and clothing choices that are rigged and have blendshapes/shape keys. (prefabs) Static Meshes - Unrigged Objects that are prefabs that just need to be assigned to a bone on the armature to follow. Material Changer - Changes the material on a objects chosen material slot (if an object has more than one material slot) Blendshape Slider - A slider that affects one or more blendshapes. Good for body type adjustment among other things
  10. @ChiaPet Precisely why I have kept my distance as well. I would very much like to be able to use my own art and animations, and UMA doesn't seem to let you do that very easily.
  11. @Ant Absolutely! ^^/ It could definitely be helpful both for letting players make their own character and for quick populating! I know I need to redo my in-game character creator at some point, so I definitely wouldn't mind helping with the testing! @ChiaPet @Duffer123 There is definitely a market, but I think people either decide to go for the complex systems like UMA, or just build their own from scratch.
  12. @ChiaPet Looking back, no, I don't think they do have blendshapes. They do look like they have swappable bodies though? Which still might work with my suggestion. It would just involve having the main body be swappable. (Like how it would have to be if your character creator had you choosing from different races) Might require rethinking the flow chart a bit... If you're going toony, SimP would be the way to go. I've yet to find a more impressive library of toony character assets, and the fact that you can make your own textures is really nice. I don't have any good suggestions for Realism, though, sadly... @Duffer123 Ah, I completely forgot about Manuel Bastioni! I haven't heard much from them on Blender Nation lately. Aren't they a bit high poly though?
  13. 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!
  14. 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.
  15. Thank you! I certainly hope so! It's not the most advanced character creation solution, but it's definitely a simple one I think people would appreciate as it will get the job done for a character creator, and could easily be used for other things as well. (Equipping new weapons, character wearing plot or game based clothing, ect.) I think the flexibility in simplicity is important! I think Hero' kits databases and lists would make it easy to add new customization features too! (Like if someone made a new hat, and wanted to add it!) and could also open up doors to other gameplay ideas. All someone would have to do is make sure their art matches their base armature/mesh when they bring it into unity. (Clothes rigged, scales, blendshaped and origin'd correctly. Textures mapped correctly too!) The Hero kit layout would definitely make keeping track of those global variables a lot easier too. As more complex character creators have a LOT of those. [Edit] Also looking back to my list. Maybe the Rigged and Static clothes lists should be under the main body? Then it could follow the blendshapes easier?
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