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AK-i

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Everything posted by AK-i

  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?
  16. Heyya! Another long time no speak. I wanted to make a flow character of a sort of basic character creator and how it would work. (Please forgive any typos and what not, I kinda whipped this up quick) I think that Hero kit could achieve this With something like: Character (Also the root.) Armature Main Body (weighted to Armature. Not swappable/hideable) Materials/submaterials database Blendshape database Rigged clothes/parts Database (weighted to Armature. Swappable/hideable) Materials/ submaterials database Blendshape database Static clothes/parts Database(attached to single bones) Materials/ submaterials Blendshape Slider database (With the blendshapes they affect? Not sure on this one) Game devs could then have multiple "characters" to match the race/class/ect someone chooses if they so please! This is all suggestion, of course... Just have Customization on the mind again and was brainstorming a bit, ahaha...
  17. @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!
  18. 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?
  19. @Ant, Thank you! ^^/ It's a job I'm thankful to have! Sticking to the topic, as someone who'd like the experiment with the concept of using "hours of the day" as a sort of currency, I'm glad to see you can have multiple currencies! I will admit, I'm a little confused as to what an "affix" is, or what it's supposed to do. Is it just a way of categorizing something? Or is it a little more complicated than that?
  20. Haven't been able to get on much due to having a new job that takes up a lot of my free time, but I did want to pop in and say this is looking great! It seems very organised and easy to read, and I am excited to see what can be done with it!
  21. Sounds awesome! Thank you for working so hard! ^^/ Can't wait to continue watching the progression of HeroKit!
  22. AK-i

    Game Idea Doodles

    @callmedan Yep! That's an Oni!
  23. AK-i

    Game Idea Doodles

    It's been a while! I made some more! Check it out! Sorry about my mouse on the minotaur. >o>; Didn't realize it was in the gif capture.
  24. If it wouldn't be too much trouble, that would be great! ;w;/ It would definitely make my life easier as don't plan to use any complex animations. I could definitely see this requested in the future as well.
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