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Modular Combat Components

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  • replied
    Thanks guys for the comments, it helps the motivation flow running

    Hi Yun, your prototype is one of the best i saw so far. This could well be further developed into a full fledged game.
    If you're talking about Sacred Swords, that was my initial goal but not anymore. The code is too messy, too old, not optimized and modular enough. I need to start fresh.

    Especially it looks fun too! It actually made me reconsider isometric view for my project.
    Your gama AKA Legend of Epica?!

    I would suggest to make something modular, based on the ARPG Kit. It has a big user base, https://www.unrealengine.com/marketp...ventory-system
    Yeah I've noticed this pack and the amount of users it has. I guess my Plugin would already be compatible as is but I'll think twice about making it more than just compatible. Thank you for pointing this out.

    For instance i begun working on a skill system, and besides a ready solution is always interesting i am also interested in basic vendor, dialog, or combat system, based on the ARPG Inventory Kit. So maybe you want to tap into a big user base, who potentially all would check out your add-ons.
    Another idea I had was to make an ARPG Editor Plugin composed by several modular components. I will rethink about that.

    Also try to make it super modular, so that each module could be used alone (Skill, Vendor, Quest, Dialog, Combat etc).
    For now there are 3 different components: Stat, Skill and Combat and each one of them can be used separately even if you can link them together if needed.
    Last edited by Yun-Kun; 01-04-2017, 08:07 AM.

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  • replied
    I'd be interested as well.

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  • replied
    Wow, this looks amazing. I would definitely be interested in this. Keep up the good work, and love your videos!

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  • replied
    Originally posted by Yun-Kun View Post
    I'm glad to see some people interested!

    Here is an update on the plugin.

    I already made lots of progress and pushed most plugin's features fundamental functions.
    Hi Yun, your prototype is one of the best i saw so far. This could well be further developed into a full fledged game. Especially it looks fun too! It actually made me reconsider isometric view for my project.

    In regards to your current component, i am unsure how feasible this would be to implement and use, if you already develop many of those aspects. I would suggest to make something modular, based on the ARPG Kit. It has a big user base, https://www.unrealengine.com/marketp...ventory-system

    For instance i begun working on a skill system, and besides a ready solution is always interesting i am also interested in basic vendor, dialog, or combat system, based on the ARPG Inventory Kit. So maybe you want to tap into a big user base, who potentially all would check out your add-ons.

    Also try to make it super modular, so that each module could be used alone (Skill, Vendor, Quest, Dialog, Combat etc).
    Last edited by unit23; 01-03-2017, 09:42 PM.

    Leave a comment:


  • replied
    I'm glad to see some people interested!

    Here is an update on the plugin.

    I already made lots of progress and pushed most plugin's features fundamental functions.

    Here is a video showcasing the progress. Of course, everything is working in multiplayer. I also kept an eye on the performance network and CPU-wise.

    Regarding the features demonstrated in the video there are:
    - stat manager
    - skill manager
    - example weapon system (using the skill system)
    - combat manager (with different built-in death methods)
    - example pick up system (using the stat system)
    - buff system
    - cost system

    Leave a comment:


  • replied
    Very interesting even just to see what you come up with and how it works. With multiplayer support whether used or not it seems like a great learning tool

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  • replied
    yes interested

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  • started a poll Modular Combat Components

    Modular Combat Components

    11
    Yes
    90.91%
    10
    No
    9.09%
    1

    The poll is expired.

    Hello there

    Now that I have finished working on Sacred Swords, I wanted to start something new.
    I made this little prototype during the week-end.
    I used some modular systems of mine for combat & skill systems and I realized it might be something other people would like to use.
    I thought about turning these systems into a Multiplayer Blueprint Plugin and I'm here to know what you think about it.

    The plugin would be a built-in multiplayer solution that you can import in any project.
    The target of this plugin would be anyone from none to medium coding skills that would like to start prototyping quickly or to replace the current combat system he/she's using in his/her project.
    The plugin would cost around 20€.

    "The plugin makes it easy to create lots of different skills and to add them to any entity in your game (player, enemies, weapons, destructible or even traps). Then a built-in damage system will make anything able to fight, use skill and die. Finally you'll be able to create stats and tie them up with the skill and damage system.
    "


    Plugin Content
    - Combat Interface & Manager
    Handles all communication and actions related to combat itself : damage, heal, death, damage type, friendly fire & such. Will provide built-in solutions for ragdoll, animation or destructible based deaths.

    - Skill Editor
    Allows the creation of any skill for many type of games (RPG, Shooters, Moba, MMO's) in a highly modular fashion. Example of exposed settings: the type of ability (instant cast, channeling, several stacks, recast...), the effects of the ability (buffs and debuffs, AoE or single target, cooldown, animation, FX, projectiles, on hit effect, interact with object, a mixture of several effects, trigger scope animation & zoom, run, automatic fire, semi automatic fire, beam, link, bash...). Then a SkillManager component allows any actor to carry and use skills. Also uses a modular resource cost system that can consume any type of stat exposed in the StatManager (ammo, mana, health or gold for instance).

    - Skill Modifier
    Allows to change any skill parameter at runtime depending on the player's choice (what skill runes he chose, what item he bought). Can be used for anything from permanent enchantment to temporary buff or even one time change.

    - Stats Manager
    Generates a list of stat (health, base damage, strength, armor, fire resistance...) for any actor. Handles their minimum, current and maximum values and what bonuses (from buff & debuff or any other source) they have (flat or ratio bonuses). Modular system that allows to create new stats quickly. Stats that can be automatically used in the Skill and Damage system (to calculate how much damages a skill will deal depending on a stat for instance).

    Would you be interested in purchasing such a Blueprint Plugin?
    If despite being the target you're not interested in the plugin, would you consider telling me why? Thanks in advance


    Thanks for the time you took to read this. Looking forward your answers.
    Good luck and have fun in your projects everyone

    PS: I'm also interested in what you think of the current plugin's name.
    Last edited by Yun-Kun; 12-29-2016, 01:00 PM.
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