RPG Engine

Intro


Hey! You can discuss the RPG Engine project, read reviews from other customers, and receive support from the developer in this topic. Also, I will be glad to see you in community Discord channel.


Resources


Link on FAB
Showcase Video
Demo
Documentation / FAQ



For whom


The project is ideal for beginners in the Unreal Engine. It is filled with a huge number of tips and tricks on how to build a highly effective structure for a large project.

Also, this project is perfect for professionals in Unreal Engine development. We use asynchronous asset loading technologies, interfaces, consider issues of full project optimization, soft references, methods for creating an optimized data asset, and much more.


Features


:small_blue_diamond: Full support for MetaHumans. Hair support. Async resource loading

:small_blue_diamond: Clothing system. The appearance of the clothes may vary depending on the selected skin. Depending on the shoes, the sounds of footsteps change. Clothes can be worn on:

  • Head: mask
  • Body: hoodie, T-shirt
  • Legs: jeans
  • Feet: sneakers

:small_blue_diamond: Wardrobe and Weapon modification table

:small_blue_diamond: Enhanced Input

:small_blue_diamond: Close Combat system. You can fight with your hands and feet, as well as with cold weapons. 3 attack zones depending on the distance to the target. Advanced system of anim montages. Automatic tracking of the target during punches. The ability to defend against punches. Dealing debuffs to the target being attacked. More than 10 animations of the camera (Gameplay Cameras Subsystem), allowing you to make the fight more spectacular. 5 types of attacks:

  • Simple – fast punch, deals small damage
  • From the air - activated during the jump. A sharp approach to the target and causing a lot of damage
  • From afar – activated if the target is far away. A small amount of damage is dealt. The distance between the player and the target is rapidly decreasing
  • Splash – deals heavy damage to all nearby targets
  • Super combo – deal massive damage with a few punches. Ends with an enemy knockdown

:small_blue_diamond: Debuff system for players and AI. During a fight, the enemy can be dealt several types of debuffs: freeze, set on fire, and knock out. Freezing slows the enemy down, setting fire deals damage for a few seconds, and knock out makes the player/AI unable to move for a while

:small_blue_diamond: Passive buffs:

  • Health - adds health points to player
  • Damage - increases the damage dealt by the player
  • Defense - reduces the damage taken by the player
  • Experience - increases the number of experience points earned by the player

:small_blue_diamond: Armor. Reduces or completely protects the player from taking damage. The armor consists of a helmet and a bulletproof vest. 6 protection classes designed for bullets of certain calibers and types

:small_blue_diamond: Devices:

  • Headphones protect your hearing from the explosion of stun grenades. They allow you to better hear quiet sounds (such as footsteps) and muffle the sounds of gunshots/explosions
  • Goggles protect your vision from the effects of a stun grenade
  • Gas mask protects against one or more types of toxic gases depending on the type of gas mask
  • Night/thermal vision devices

:small_blue_diamond: Firearms system:

  • Pistol, rifle and sniper rifle. Long shooting without a break heats up the barrel, which means that accuracy drops. The sound of the shot changes depending on the number of remaining rounds
  • 6 types of modifications: scopes (zoom, thermal and night vision), collimators, clips (increased capacity), handles (improved accuracy), flashlights and silencers. Each modification has a unique set of parameters that allow you to change the performance of weapons. Several modifications of the same type can be installed on the weapon. For example, a player can mount two different scopes on the rifle (the first on the upper bracket, the second on the side bracket)
  • Weapon skins
  • 3 types of AMMO: conventional, electric, explosive. Electric bullets shock several players standing nearby, unless they are wearing rubber vests that protect them from the current. Explosive rounds explode either by hitting a target or at a certain distance and cause damage to all nearby objects
  • Ricocheting and piercing bullets. Some types of surfaces allow certain types of bullets to bounce off the surface with a certain % probability. The maximum possible number of bounces is configurable. Some types of surfaces allow certain bullets to pierce through themselves (it is possible to pierce through several objects at once, depending on the remaining energy of the bullet)

:small_blue_diamond: Six types of grenades

  • Explosive grenades deal damage to anyone near the explosion
  • Smoke grenades emit smoke
  • Stun grenades. Blind and stun both players and AI. You can protect yourself with tactical glasses and headphones
  • Multicolored grenade
  • Poison gas grenade emits gas for several seconds, which causes damage to anyone who breathes it. You can protect yourself with a gas mask
  • Electric grenade shocks everyone who happened to be nearby at the time of the explosion. You can protect yourself with a rubber vest

:small_blue_diamond: Integrated GASP out of the box

:small_blue_diamond: Doors / Different types of locks:

  • Wires
  • Key
  • Hatch
  • Code
  • No lock

:small_blue_diamond: Ladder system

:small_blue_diamond: Usable items. You can restore your health points and energy. The use of some items is accompanied by sounds

:small_blue_diamond: Object scanner. Allows you to quickly find the desired item type on the map

:small_blue_diamond: Minimap, World map. Filtering of displayed objects

:small_blue_diamond: Pollution system. Shower. The longer a player does not wash, the stronger the smell will be. The sense of smell

:small_blue_diamond: Skill tree. Three research branches: health, damage and special skills

:small_blue_diamond: Levels system. Increasing the level opens up the opportunity to explore the skill tree, as well as complete more complex quests

:small_blue_diamond: Ability to heal yourself and surrounding allies

:small_blue_diamond: Telekinesis. The player can quickly add a group of objects to the inventory. Some objects can be thrown at enemies and deal damage to them

:small_blue_diamond: Energy strike. If you are surrounded, you can drop nearby enemies with this skill. This skill is also available for high-difficulty AI

:small_blue_diamond: Teleportation. You can create teleports in different parts of the map and instantly move between them

:small_blue_diamond: Clones. You can summon several types of clones to help, depending on the level of learning of the skill tree

:small_blue_diamond: Resistance to the types of damage received. Depending on the improved skill, the player receives less damage from different weapons

:small_blue_diamond: Stealth system. You, along with all the equipment, become translucent. In this mode, an enemy AI does not see you

:small_blue_diamond: Inventory system. 17 slots for equipments. Bags to increase inventory space. Weapon, clothing and armor slots dynamically changes depending on the skin and modifications used

:small_blue_diamond: Advanced AI. Ranged and Melee types

  • Different types of AI difficulty: beginner, amateur, and experienced. The difficulty of each AI type can be adjusted using more than 37 parameters
  • AI can hear, see, and remember a player’s last location
  • AI has the ability to wear clothing and armor, use weapons. You can blind an AI with a stun grenade or poison it with a gas grenade
  • 22 Behaviour Trees and EQS

:small_blue_diamond: Attracting AI. The player can lure AI

:small_blue_diamond: Menu system. Graphics, audio, and gameplay settings. Multiplayer and singleplayer modes. Choosing a game map

:small_blue_diamond: Pause menu

:small_blue_diamond: Setting up your character’s equipment before starting the game

:small_blue_diamond: System for saving and loading the gameplay

:small_blue_diamond: Quest system. Main and side quests. The difficulty of each quest can be adjusted using the following settings:

  • If the player is dead, the quest is failed
  • Limited time

:small_blue_diamond: Icon generator. The fastest way to create new icons

:small_blue_diamond: Dialog System, Quest NPCs, Face animation support

:small_blue_diamond: Crafting system, new branch of skill tree: crafting

:small_blue_diamond: NPC Vendor system, In-Game Currency

:small_blue_diamond: Thirst and Hunger features

:small_blue_diamond: Security Cameras, Alarm Cameras


Roadmap



Updates

Version Date Information
1.0.2 2024-10-20T00:00:00Z Several bugs that appeared only in the assembled project have been fixed.
1.0.3 2024-10-21T00:00:00Z Several bugs that appeared only in the assembled project have been fixed.
1.1.0 2024-10-23T00:00:00Z Added display of remaining bullets and grenades
1.1.1 2024-10-24T00:00:00Z Several bugs have been fixed
1.1.2 2024-10-24T00:00:00Z Several bugs have been fixed
1.1.3 2024-10-24T00:00:00Z Added a button to exit the game
1.1.4 2024-11-07T00:00:00Z Minor improvements
1.2.0, 1.2.1 2024-11-09T00:00:00Z Dialog System, Quest NPCs, Face animation support
1.3.1 2024-11-22T00:00:00Z Crafting system, new branch of skill tree: crafting
1.3.2, 1.3.3 2024-11-23T00:00:00Z Minor improvements
1.3.4 2024-11-24T00:00:00Z UE 5.5 support. You can upgrade the project to the 5.5 version of the engine yourself. However, I advise you to wait for the 5.5.1 version of the engine with hotfixes. As soon as the Epics release a hotfix update to the engine, I will immediately upload the project (UE5.5. support) to the market
1.3.5 2024-11-25T00:00:00Z Minor improvements
1.3.6 2024-12-02T00:00:00Z Several bugs have been fixed
1.4.1 2024-12-03T00:00:00Z NPC Vendor system, In-Game Currency
1.5.1 2024-12-05T00:00:00Z Thirst and Hunger features
1.6.1 2024-12-07T00:00:00Z Security Cameras, Alarm Cameras
1.6.2 09.12.2024 Minor fixes
1.7.1 2024-12-10T00:00:00Z Now players can revive other players
1.7.2 → 1.7.3 → 1.7.4 → 1.7.5 2024-12-13T00:00:00Z - 2024-12-19T00:00:00Z Minor fixes
2.0.1 Middle January Vehicles: driver and passengers (Devlog)

Integrations

Project Name Date Instructions
Async Loading Screen 2024-10-21T00:00:00Z Discord

Games based on RPG Engine

Game Name Link
Eternal Flame:Romance Dawn Trailer

About me


My name is Calvin, I have been working as a programmer in the field of game project development for 9 years. I decided to create a project that would give developers the ability to quickly create high-quality RPG/Shooter/Survival games, and two years ago I started working on an RPG Engine project.
The main goal of the RPG Engine is to make game development accessible not only to professionals, but also to beginners. I am doing my best to provide the fastest and highest quality support for the project’s users. Also, customers offer ideas for new updates in our discord channel and I implement them for free.


6 Likes

The Amount of High Quality Multiplayer Features in this Product is Astounding. The System Design is really versatile too. The Best Game Template in the Marketplace.

:star: :star: :star: :star: :star:

2 Likes

Thank you! :heart_hands:

Hello everyone! Work on updating the project is in full swing :man_factory_worker:.
Today I finished developing the code responsible for killing the player when entering/exiting the car
Video

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I’m back here with another progress report! Today I finished working on a system for the sound and visual effects of a car hitting obstacles.
Video

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Hey! A small interim report on the work on the Vehicles update:

  • Today I finished connecting vehicles to the mechanics of the map/minimap.
  • A new GUI has also been added to display vehicle health points.
  • Vehicles now take damage when they hit something. The damage points depend on the speed/type of the hit object.
  • Solved the problems of the character getting out of the vehicle if it is on the roof.
  • Fixed jitter on the client in multiplayer: now the movement of vehicles on the clients is also smoothly displayed.
  • Players can now heal not only other players, but also vehicles using the Heal Around Advanced skill, as planned before the publication of the project. :shushing_face:

Remaining tasks:

  • Steering wheel + Character’s hands
  • Animation of killing a driver/passenger

So, the work on the update ends very soon and ahead of schedule.

Thank you for being with me!

1 Like

This is exciting!

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Hello everyone again :man_factory_worker:

Over the past few days, I’ve added the ability to use MorphTarget to make damage to cars look more realistic.

Video

Special thanks to the Epics team for developing such a great ChaosVehicles system.

P.S. I haven’t forgotten about the motorcycle system! It will definitely be added, but in a patch after the release of the main update. I think it’s better this way, because not everyone needs motorcycles, but everyone needs cars :smiley:

2 Likes

Hello everyone! Today I finished developing the Vehicles update.

Video

The following has been done today:

  1. Animation of the player receiving damage when he is in the car
  2. IK for hands and steering wheel
  3. Morph Targets in multiplayer
  4. Connected the save system to cars. The following data can be saved: car location, amount of fuel, amount of health points, visual damage (Morph Targets). The system loads data correctly even if the client connects to the game with a large delay.
  5. Complete debugging of the mechanics has been carried out

In the next few days, I will tidy up the code and comment it. After that, the update will be published. Next, there will be instructions on how to manually update the project to the new version.

P.S. I have a little surprise for you!
Added compatibility of the project with Synty Studios characters. This will be released as update 2.1.1. (after Vehicles - v2.0.1)

Thank you for being with me!

1 Like

RPG Engine’s Vehicle System is already Next Level. Curious, do or will Vehicles use the Skin/Customization system as Character and Weapons? I repeat, this is a curiosity, not an expectation.

Keep up the Awesome Work!

Bro, hello! Thank you! In fact, these mechanics are not implemented yet… However, they will definitely be added!

So, the update is complete. Now it’s time to:

  1. Update the map: add ramps, road, tunnel;
  2. Publish the update;
  3. Create a video trailer for the update;
  4. Supplement documentation;
  5. Create a manual for updating the project to a new version for users.

Guys, I’m using this forum as a Trello dashboard, sorry :sweat_smile:

1 Like

Hello everyone! Today I am ready to present you a new version of the project: RPG Engine V2.

The following features were added in this update:

  • SUV and sport car
  • Advanced engine sound - the latest MotoSynth plugin is used for this
  • Support for contextual animation system (entry, exit)
  • Headlights
  • Vehicle health points
  • Support for Morph Targets for collision visualization - the force of the dent depends on the impact speed
  • The effects of tire tracks, drift and dust from under the wheels depend on the surface
  • Fuel. Different types. You can refuel your car if the fuel runs out
  • A player sitting in a car can be killed by a shot from another player
  • A killed player can be thrown out of the car
  • The car can be blown up. Everyone inside will die
  • The effect of car destruction can be overridden. For example, the wheels of an SUV fly off and the physics asset changes
  • Steering wheel. Hands are attached to the steering wheel
  • You can ram other players and AI
  • Save system support (save file contains data about each vehicle: health points, fuel points, world transform, morph targets weight)
  • Many other fixes

A manual on how to add all these mechanics to a project manually will be ready in the next few days.

Trailer
Demo

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Huh?

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Friends, hello everyone!
I am currently working on integrating the Mutable plugin into the project. A very interesting set of mechanics. I believe I can organically integrate this plugin into the RPG Engine project using the following method:

I will modify the equipment system so that you will have a choice: use the old method of dressing the character or use the method from the Mutable plugin. The same with the character skins.

If we talk about the impressions of the plugin, then this is a very powerful tool. Alas, the lack of documentation is a serious problem. However, this test has awakened in me a sincere interest for the first time in a long time.

Love to all!

1 Like

This looks insane! so cool

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Its Awesome! One of My Best Buys. The Publishers updates are non-stop. Each one jammed pack with new functionality. I almost cant keep up. lol.

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The work is in full swing! I figured out how the plugin works and now I’m connecting GUI.

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W O R K I N G

2 Likes

Some new screenshots…
The “Character” section is almost ready.
The “Weapon” section remains to be completed.




1 Like