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    [SUPPORT] Action RPG Toolkit

    The Action RPG Toolkit is now available through Sellfy!

    https://sellfy.com/p/kYVX/

    I have just implemented a shared stash system and switching between top down and third person camera/controls.

    Support Email: rebelcampgames@gmail.com

    The Action RPG Toolkit is a toolkit for creating a game like Diablo, Path of Exile, Torchlight etc... It aims to bring you a lot of features like the mentioned games in a package that is simple to use in terms of gameplay and further development. This package can be used by people that don't want the hassle of programming their own game and want to focus on the art side of a game. It can also be used by programmers that want a great starting point to start on a new Action RPG game. It can ofcourse be used for learning purposes as well.

    Features:

    - Character creation system: Create multiple characters you can play.
    - Combat system: Warrior and Sorcerer class with 11 example skills. Melee combat and Ranged combat
    - Skill System: Drag and drop skills to your action bar to use with the action buttons of your choice.
    - Monster AI: A melee monster that will search for the player, and look for the last player location if it loses sight of the player.
    - Elite Monsters: Uncommon and Champion monsters with 3 example monster affix skills.
    - Stat system: Attributes like Power, Defense, Endurance and Willpower that influence your damage, armor, resistance, health and mana.
    - Leveling System: Acquire experience points and gain levels which unlocks new skills and more powerful items to equip.
    - Inventory and Equipment system: Manage your items in the inventory and equip them to your character adding character stats upon equipping.
    - Random item generation: Random items are dropped upon defeating monsters, with random stat suffixes and item quality/rarity based upon entered drop chance numbers.
    - Unique Legendary Items: Unique named legendary items with fixed stats and legendary stats like Magic Find, Gold Find, Experience gained, Critical hit chance, Lifesteal
    - Salvage System: Salvage your items into crafting materials. There are also auto salvage options.
    - Health globes: Monsters will sometimes drop health globes that will restore a portion of your health to keep combat fast-paced.
    - Potion system: A potion can be used upon pressing a button that will restore a portion of your health
    - Town Portal System: Upon pressing a button you will create a portal that will return you to town.
    - Waypoint System: There are platforms that when you run over them will provide you with locations where you can travel.
    - Save/Load system: Save your game and continue playing the game with loaded stats, inventory and equipped items.
    - Quest System: Simple sidequests that you can complete and earn experience, gold and item rewards.
    - Vendor NPC: A non-player character that will sell items to you and where you can sell your own items in return for gold
    - Difficulty System: 4 difficulty settings which increase monster damage, health and experience
    - Game modes: Elite mode where you can have maximum 5 deaths, Hardcore mode where death is permanent.
    - Shared Stash: Store items in your stash, or transfer them to your other characters easily.
    - Switch between Third Person and Top Down Camera/Controls

    - Youtube Tutorials for how to set things up
    - Full in blueprint scripts
    - Continued development/support
    - People who bought the package will receive updates for free

    Planned features for the future:


    - Shrines
    - Set Items
    - Crafting System
    - Follower System
    - Passive skill tree
    - Endless advancement at maximum level
    - Ranger class (and more example skills and monster affix skills)

    More features to be implemented upon time moving forward. Also based on requests.

    Intended Platforms: Desktop
    Tested Platforms: Windows
    Engine Compatibility: 4.21+

    Support Email: rebelcampgames@gmail.com

    Here's a little introduction movie to show of some of the features!




    Video Tutorials

    Coming Soon!
    Last edited by Rebel Camp Games; 04-14-2019, 06:16 AM.
    Creative Director at Rebel Camp Games

    http://www.rebelcampgames.com
    http://www.forestsofaugusta.com
    http://www.emberheartgame.com

    #2
    Change Log

    Version 1.4
    - Adds support for UE4.21+
    - Added Switching between third person and topdown camera/controls
    - Adds shared stash
    - Adds vendor NPC's
    - Added tutorial blueprints and tutorial helper texts​​​​​​​

    Version 1.3

    - New feature: Vendor NPC
    - New feature: Difficulty settings (Normal, Hard, Cruel, Merciless). Difficulty increases monster's health and damage for now. Later monsters will give more exp and better loot
    - New feature: Game Modes. Elite mode - 6th death is permanent, Hardcore Mode - Death is permanent
    - Changed some code for set items to prepare for implementing set bonusses
    - Fixed a bug where changing levels would change all equipped items to the helmet item.
    - Fixed a bug that caused the game to run at a very low framerate
    - Removed healing numbers when you don't have any lifesteal
    - Fixed a bug that occured by upgrading to 4.16 where the tornado monster affix would spawn tornados at the players location instead of on a random point around the player

    Version 1.2

    - Upgraded the project to UE 4.16
    - New feature: Secondary "legendary" stats that only roll on unique legendary items and in the future sets.
    * Critical hit chance (chance for hits to deal double damage)
    * Devastating hit (chance for hits to deal triple damage)
    * Reflect damage (% of monsters damage will be reflected and dealt to the monster himself)
    * Magic find (increases chance to drop legendary and set items)
    * Gold find (increases the amount of gold dropped)
    * Experience gained
    * Fame gained
    * Lifesteal (a portion of your damage will be used to heal yourself)
    - Added new "unique" legendary items with fixed stats and new secondary stats that only roll on these uniques.
    - Added colors to the item tooltips for different types of stats
    - Changed the item name color in item tooltips to reflect the item rarity
    - Health plates above enemy's heads now hide when far away. This was needed since I implemented a rotatable camera and you could see the plates too far away.
    - Item labels now hide when far away. This was needed since I implemented a rotatable camera and you could see the labels too far away.
    - Fixed a bug where toggling health plates with 'V' no longer worked.
    - Fixed a bug where toggling item labels would not work properly for gold.
    - Fixed a bug where auto salvaging was disabled it would instead salvage all items
    - Fixed a bug where resistance on jewelry didn't update properly when unequipping an item

    Version 1.1

    - New feature: Waypoints. You are now able to travel between multiple levels you created.
    - You are now able to hide buildings or roofs when it occludes the character by giving it the tag "Hideable".
    - Added set items to the loot tables, in preparation to implement them further. Currently there are no set bonusses yet when equipping multiple parts
    - Improved the system for armor and resistance, armor and resistance now provide you with % damage reduction
    - Added Legendary power affixes to legendary items above lvl 35 in preparation to implement legendary powers later on.
    - Improved rendering the character in blue when it is occluded by a building or roof. It now no longer triggers when behind Enemy's.
    - Fixed a bug with collision settings, where NPC's and enemy's would be pushed forward when running into them with the sorcerer class.
    - Fixed a bug where some spells could be used even if you didn't have the required mana.
    - Fixed some errors popping up in the logs when monsters died, but their duration spells still tried to do damage.
    - Fixed a bug where your attacks and spells would damage and kill NPC's.
    - Fixed a bug where ranged enemy's projectiles would not damage the player.
    - Fixed an error where ranged enemy's couldn't find the player.
    - Fixed skill tooltips to display mana required scaled with character level.
    - Removed the "Quest Tracker" title from the quest tracker, it was in the way.
    - Fixed a bug where accepting 2 quests at once, the quest tracker would update the wrong quest kill number.
    - Fixed a bug where skill button 4 would not work on AZERTY keyboards.
    - Added boundaries to the camera rotation vertically, so you can't flip rotation axis.
    - Fixed a bug where resistance on jewelry didn't save/load properly.
    - Added loading screens when switching levels.
    - Added more sections in the documentation and now placed the documentation directly in the zip file.

    Known Issues

    - Ranged enemy's sometimes loose track of the player and keep attacking in the direction of where they last saw the player.
    - Goofy results with hiding buildings/roofs
    - There is a bug with the quest tracker where quests don't get removed after turning them in
    Last edited by Rebel Camp Games; 04-14-2019, 06:18 AM.
    Creative Director at Rebel Camp Games

    http://www.rebelcampgames.com
    http://www.forestsofaugusta.com
    http://www.emberheartgame.com

    Comment


      #3
      I bought this pack on the day of release, and 1 day later there was already a update with new features and lots of bug fixes! Great support from the developer, great documentation that no other marketplace assets offer, very cool features and the developer listens to feature requests!

      Comment


        #4
        Originally posted by BassMonsta View Post
        I bought this pack on the day of release, and 1 day later there was already a update with new features and lots of bug fixes! Great support from the developer, great documentation that no other marketplace assets offer, very cool features and the developer listens to feature requests!
        Thanks! Glad you like it!
        Creative Director at Rebel Camp Games

        http://www.rebelcampgames.com
        http://www.forestsofaugusta.com
        http://www.emberheartgame.com

        Comment


          #5
          I was waiting long for a long time ago for this pack that NO OTHER PACK HAS THIS IN THE MARKETPLACE !... the documentation i just love it becuase its in PDF , and also you got instructions inside unreal , but i recommend that people read the PDF first , SUPERB SUPPORT FROM DEVELOPER! thats another thing that makes think my investment safe , im working on my gameno very happy using Action RPG Toolkit
          https://infiniterender.wixsite.com/3d-artist
          https://www.unrealengine.com/marketp...ds-the-narrows

          Comment


            #6
            I just want to say thank you, I have been wanting a kit like this for a while and I happened to stumble upon this just before it was released. I had done a bit with some RPG tutorials on YouTube but with RPG's, the style can vary greatly and this is exactly what I was looking for! I've been playing around in it a couple days and so far so good! Great job!

            Comment


              #7
              Thanks guys!

              I'm currently working on a follower system, so the sorcerer and warrior can also be in your party!
              Creative Director at Rebel Camp Games

              http://www.rebelcampgames.com
              http://www.forestsofaugusta.com
              http://www.emberheartgame.com

              Comment


                #8
                Hi!

                I was wondering about multiplayer support. Will this remain single-player only? or do you have plans for making a mp support in the future?
                If not, what do you think how hard/time consuming would it be to implement multiplayer?
                (havent bought the toolkit yet - but planning to buy it soon)

                Comment


                  #9
                  I really want to see it in Marketplace!
                  Is it possible?


                  The pack have companions class?
                  lunybunny.com
                  lunybunny.com

                  Comment


                    #10
                    Originally posted by sitaratas View Post
                    Hi!

                    I was wondering about multiplayer support. Will this remain single-player only? or do you have plans for making a mp support in the future?
                    If not, what do you think how hard/time consuming would it be to implement multiplayer?
                    (havent bought the toolkit yet - but planning to buy it soon)
                    Hi Sitaratas,

                    Currently there are no plans to make it multiplayer. The way I see it this would be pretty time consuming, but I don't have much experience with multiplayer support so I might be wrong. I'll look into it, but I can make no promises.

                    Thanks for your interest!
                    Creative Director at Rebel Camp Games

                    http://www.rebelcampgames.com
                    http://www.forestsofaugusta.com
                    http://www.emberheartgame.com

                    Comment


                      #11
                      Originally posted by lunyBunny View Post
                      I really want to see it in Marketplace!
                      Is it possible?


                      The pack have companions class?
                      Sadly there are some parts of the blueprints that are so complex that it's impossible to neatly lay out. This will never get through the marketplace QA unless I remake the whole systems. In the current version on sellfy, these parts are well documented though, so it shouldn't be that much of a problem that it isn't always that neatly layed out.

                      By companions class, do you mean a player class that can summon followers? That is currently not included, but in my game Emberheart that I'm developing with this toolkit I have a ranger class with a wolf summon. I can always see if I can recreate this in the toolkit.
                      Creative Director at Rebel Camp Games

                      http://www.rebelcampgames.com
                      http://www.forestsofaugusta.com
                      http://www.emberheartgame.com

                      Comment


                        #12
                        Really, is an Amazing RPG Kit [MENTION=234187]Stellarbe[/MENTION]. Plenty to work with it.
                        But there a few questions: For artists, non programmers, how much complex is it?
                        Sorry for the question.
                        I'm curious. How difficult could be renaming and simplifying/consolidating assets, and adding few BP commentaries?
                        I do not see any problem with the marketplace accepting your RPG toolkit.


                        As required by you at the beginning of the thread
                        If you allow me I would like to point out some suggestions in the form of questions!

                        1 - Is possible change the isometric LoL style view to third person?
                        2 - Do you intend adding targeting attack system and turn based attack like WoW?
                        3 - The leveling system is static using data table for handling each level-up or is dynamic using math calculating XP achieved and evolving player attributes at each level-up achieved?
                        4 - Uses Data-tables and/or evolving attributes/abilities dynamically generated for neutral-hostile mobs and bad-asses, based in the Player`s level-up? Difficult level setting for enemy NPC?
                        5 - Enemy are able to use more than one attack/weapon style, changing range attack to melee attack? i.e. Interchanging type of attack by player proximity or another variable.
                        6 - Inventory and loot items uses data tables? Items crates, and loot items how magic scrolls, health, stamin, mana, weapons, money and armors are randomly generated by, percentage, rarity. Are spawned in accordance with specific Player`s level and class?
                        7 - Two quest system style?: side quests and main quest system. Using reward system adapted for each quest system style. Dialogue system?
                        8 - Are any Penalty System, for stealing, dying, killing friend npc, killing quest NPC, companions...?
                        9- Achievements?


                        * Maybe something to think in the future release. RPG Kit adapted for VR and AR interaction.
                        lunybunny.com
                        lunybunny.com

                        Comment


                          #13
                          Originally posted by lunyBunny View Post
                          Really, is an Amazing RPG Kit [MENTION=234187]Stellarbe[/MENTION]. Plenty to work with it.
                          But there a few questions: For artists, non programmers, how much complex is it?
                          Sorry for the question.
                          I'm curious. How difficult could be renaming and simplifying/consolidating assets, and adding few BP commentaries?
                          I do not see any problem with the marketplace accepting your RPG toolkit.


                          As required by you at the beginning of the thread
                          If you allow me I would like to point out some suggestions in the form of questions!

                          1 - Is possible change the isometric LoL style view to third person?
                          2 - Do you intend adding targeting attack system and turn based attack like WoW?
                          3 - The leveling system is static using data table for handling each level-up or is dynamic using math calculating XP achieved and evolving player attributes at each level-up achieved?
                          4 - Uses Data-tables and/or evolving attributes/abilities dynamically generated for neutral-hostile mobs and bad-asses, based in the Player`s level-up? Difficult level setting for enemy NPC?
                          5 - Enemy are able to use more than one attack/weapon style, changing range attack to melee attack? i.e. Interchanging type of attack by player proximity or another variable.
                          6 - Inventory and loot items uses data tables? Items crates, and loot items how magic scrolls, health, stamin, mana, weapons, money and armors are randomly generated by, percentage, rarity. Are spawned in accordance with specific Player`s level and class?
                          7 - Two quest system style?: side quests and main quest system. Using reward system adapted for each quest system style. Dialogue system?
                          8 - Are any Penalty System, for stealing, dying, killing friend npc, killing quest NPC, companions...?
                          9- Achievements?


                          * Maybe something to think in the future release. RPG Kit adapted for VR and AR interaction.
                          Hi lunyBunny,

                          For Artists and non programmers I tried to make everything work out of the box as much as possible with minimal setup. There are some parts that require some blueprint scripting setup, but you're guided through that in the documentation. Ofcourse if you want to add new character classes, new skills, different attributes/stats setup than the ones that are provided, you will have to do some blueprint scripting yourself. Again, the basics are explained in the documentation, but in the end you have to look at the provided example blueprints and script your own based off of that.

                          The problem with getting accepted in the marketplace is that my entire folder setup, naming conventions etc.. are not following marketplace submission rules. There's no clear documentation of what they are expecting the naming conventions to be. Then there's the fact that everything has to be neatly layed out. Which is impossible to do with such a complex toolkit. There are such complex structures of blueprints that it's impossible to keep it neatly layed out. Going through all of this again with 150+ blueprints will take a lot of time just to hear that it got rejected again because the toolkit doesn't have any value compared to other packs on the marketplace and that it still doesn't follow the marketplace guidelines. Seriously, I have submitted it 4 times already with the same rejection reasons every time. I will probably try again soon to submit it, but this is getting ridiculous and frustrating.

                          1 - It's currently not possible to change to a third person view. The loot system and skill system is set up so it works with topdown view and by clicking on monsters, this will not work very well with third person view.
                          2 - The same with targetting attack system like WoW, it's an entirely different way of handling things and doesn't really fit in a topdown game.
                          3 - There is a dynamic XP formula, each level is automatically calculated to have more required XP for the next level. You will receive 5 spendable attribute points each level up that can be put into Power/Defense/Endurance/Willpower.
                          4 - Enemies automatically level up with the player's level, so you will always be playing level apropriate content, and you can go anywhere in your world to still get experience for your level. Enemies will automatically gain more damage and health when they level up. Difficulty settings are not there yet, but are planned for the near future, together with a Hardcore mode (dying is permanent).
                          5 - Currently it is either melee, or ranged and the mobs don't switch from ranged to melee when close to the player, that is however an interesting feature request.
                          6 - Currently all items are randomly generated based on loot tables and affix tables. Items automatically drop at the player's level, and have attributes and stats based on that level.
                          7 - Currently there is only a side-quest system. Main quest system with follow-up quests and dialogue system is planned for a future update.
                          8 - Currently there are no penalties in the toolkit but I plan on making it so that dying will make you loose XP and/or gold. Hardcore mode will make dying permanent. Stealing and killing friendly NPC's is not planned.
                          9 - Achievements are not currently planned. But it's an interesting suggestion. But it will be something for the far future as it requires more systems to be made first.

                          * VR and AR interaction is currently not planned.

                          Hope this anwers some of your questions!
                          Creative Director at Rebel Camp Games

                          http://www.rebelcampgames.com
                          http://www.forestsofaugusta.com
                          http://www.emberheartgame.com

                          Comment


                            #14
                            So is not possible to change top-down, isometric view to third-person view? Sad But anyway it's very cool =)

                            What? with 150+ blueprints.... in 71.5MB .ZIP file. Very compacted!!!
                            Now I know it's really very complex, you've had a lot of work,
                            It's at least a complete game, I loved the fight with the werewolves in the video. But how can a very complete template "doesn't have any value compared to other packs"? it looks very interesting for me when I watching showcase videos!

                            And there is always a doubt. Why Epic guys ... Is about nomenclature, I think that's it: https://wiki.unrealengine.com/Assets_Naming_Convention ?

                            I think you should keep trying. Because I believe that, it will have at least more than 100 sales in average when released in Marketplace! Especially it is adaptable to work with things like code spartan.
                            lunybunny.com
                            lunybunny.com

                            Comment


                              #15
                              The Toolkit seems to be very promising.

                              Can you tell us what are the features that will work with third-person view? and what are the features that only work with top down view?
                              I'm mainly gonna use the toolkit for Third person view, so i need to see if it's worth it in my case.

                              Thanks

                              Comment

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