Hello UE4 users and fellow creators!
I am Thokash, the creator of the RTS Toolkit!
I’m currently working on a template for my absolute favorite game genre, the RPG. Earlier this week I started working on an RPG template, looking to include everything essential to an RPG game!
This includes:
Inventory system
Equippables (armor/weapons)
Usables (potions)
Loot (rarity tiers and random drops)
Quests and leveling up/exp
Dialogue
Merchants
Combat (fighting, skills/spells, attributes, traditional RPG style damage/defense calculations while retaining an aspect of action in dynamic combat)
Map/Minimap
Save/Load game
So far I’ve laid the basics for many of these. Below is a video showing briefly the combat mode and enemy indicators. Each enemy was placed into the level and assigned a level. The difference between the enemy’s level and the player’s level is indicated by the skull in the health bar. White is a few levels below, green is similar level, red is a few levels ahead, and black is way ahead in level, too difficult to fight. I see a lot of RPG’s use this style of content delay, keeping you from fighting harder enemies too early in the game.
You’ll also notice the combat mode indicator at the top-center. When combat mode is activated, you can’t loot objects or interact with friendly NPC’s. Also keeps you from saving. Stamina, mana, and HP also regen at a slower rate during combat.
The camera FoV and distance increase is also pretty common during combat in many RPG’s. It’s not as smooth as I’d like it and that’ll be fixed with a simple timeline curve. That will be changed during the polish stage.
The next video will be posted tomorrow morning. It’s a brief clip of the loot/inventory system.
I hope to have this finished by the end of July but I am a one man team so it might take just a bit longer than that! As always, feel free to leave and comments, questions, criticisms!
Thanks,
Thokash