Hey guys,
i have been working a while on a easy to use Skill-System and would like to know if someone is interessting in this.
Here is a video that shows a few things: https://youtu.be/VD2tB4-7MFE
Some informations:
Works on multiplayer even though i still want to test it on an actual server
Damage over time and heal over time also very easy and fast setup
Prints out if something goes wrong for example: skill on cooldown, global cd, wrong target, not in range, not enough resources etc
Migration should just requiere reparenting (as long as no variable / function / ui collides with your setup) because it works with ActorComponents and a character hierarchy
Learn skills via vendor
and a lot more!
What is still need to do:
Play particle system at the end of a skill (on target or yourself)
Play particle system via buffs (full time or every tick)
Adding a buff / debuff zone that applys stuff when people are inside and removes when going out
Upgraded skills either with skill level or just one better version (dont know yet)
What i think of:
Re adding a way for AnimNotifys to execute the skill (can be critical)
More ways of learning skills or upgrading them, for example talent tree
So what do you think?
Feel free to post suggestions, wishes or critic!
I could suggest a Level UP system, Evolution with XP, HP, Mana, Agility, Dextricity etc… extendible via Data Tables. That can be used by any player, pawn or NPC character configured through component.
There is a very exelente RPG Kit in Marketplace with a SkillTree, Evolution System and Spell Magic Effects that can be used by any Pawn using components only and is extensible using data tables.
But unfortunately it is not multiplayer. Multiplayer could be your great differential!!!
My suggestion: An evolution system should be integrated into SkillTree, you must use Data Tables for spells, abilities…etc, and all should be integrated into the pawn via components.
[FONT=Arial Black]Success with your project, would love to see it in Marketplace:D
Thanks for your suggestions!
Make the stats raise via level up is something is should definitely add.
Everything is handled with components.
Data tables are something when everything is done.
Passives are already implementes, there should be one passive in the end of my video granting some max hp.
Dodging sounds great but my system works more with targets than with skillshots.
That makes it hard to implement a fair way for this.
There are stats that allow you to resist or dodge skills.
Yes physical and magical crit with crit multiplys on heal + hots and damage + dots.
Release is hard to say… i hope i can submit it next week.
Dont know how long it takes from submission to release (in case it gets accepted).
Price depends on how many people are interessted, i thought about 45$.
The system has now particle effects in skills and buffs and also more stats that influence each other.
Some of them have max values, like crit chance 100% or parry chance 25% other have their scaling.
This is controllable via data table to ensure you can modify the scalings / max values.
Hey uhm, just so you know the engine actually has this kind of system buried deep within it. It’s unfinished though so yeah posting this to marketplace would be a great idea sooner rather then later.
Yes i know but it is nothing that concerns me. The project was just to test something out and after a while i somehow ended up with this. But still thank you for telling me
I’ve been looking for a detailed ability system like this. Do you have a price in mind? And is there any chance for it to go up on gumroad/sellfy before it gets accepted on the marketplace? Normally takes a long time for something to appear there, unless they have a new revision process.
Soryy for the late response
I will go for 50$, i think thats an ok-ish price for what i offer.
Putting it on gumroad or sellfy is something i might do aswell.
BEAUTIFUL, Very, Very Usefull and Complete System!!! Is in my list!!!
About Multiplayer, your system handles: ‘GameInstance’; ‘GameMode’; ‘GameState’, ‘PlayerState’ and ‘PlayerController’ for a best suitable multiplayer environment, or is it something more simple and straightforward containing most of the features and components within the PlayerCharacter class, without ‘GameInstance’, ‘GameState’, ‘PlayerState’…?
Hey, yes but the skill tree is minimalistic.
A 4x4 grid where you can set in skill classes or let them be empty, the costs for the skill, the spended points to unlock the row and an option that needs to have the skill below upgraded.
The upgrading allows you currently to reduce the cooldown or the resource costs.
You can change the grid with a few modifications.
The problem is that there are soo many possibilitys for skill trees that i cant put too much effort in this.
You might not like it or want a different one.
I dont have a problem in doing a better one but that requieres some information what people would want to have.
It is only using a character hierarchy (which is going to be reworked later on to use an interface).
I like the hierarchy more but it might be harder to implement than adding an interface.
The rest is component and ui driven.
Here thats the Hero class that you use to make playable classes.
Most of is UI and the Actionbar.
Im going to extend it over the time but for now its a good start in my opinion.