In my last post I talked a bit about the idea behind the RPG kit for unity, what it should be capable of and how it should be controlled. Today, let's talk about what it IS capable of …
I'll begin with some general details. The RPG kit consists of several Editor Windows and Components.
The Editors are used to set up your RPG project elements, create events (e.g. dialogues) and all the other stuff you need in an RPG (shops, menus, etc.). The Components are used to bring your settings (e.g. items, dialogues, shops, etc.) into your game – click here to learn more about Unity's Component system.
The RPG kit saves all data in XML format, but you don't have to worry about that, since you'll never have to touch this part.
The following Editors will be included in the RPG kit:
- Project Editor (finished)
- Battle System Editor (in development)
- Menu Editor
- Event (Dialogue) Editor
- Shop Editor
There'll most likely be some changes in the development process – like integrating an Editor into another.
Project Editor
The Project Editor is the main tool of the RPG kit for Unity. It is used to set up all of your RPG projects settings and data:
- Languages
- Text colors (to be used in dialogues, etc.)
- Status values
- Status effects
- Elements
- Formulas (easily set up your own formulas for skill calculations, etc.)
- Skills (and skill types)
- Items (and item types)
- Equipment's (Weapons/Armors)
- Characters and classes
- Enemies and enemy AI
Like I said in the last post – the RPG kit should be flexible, and flexible it is! Let me give you a small example:
For your gameplay idea you need two different health status values and like three different values to be used when casting skills … No problem – configure them in the Status Value tab of the Project Editor and use them in skills and formulas, let equipment give them bonuses or items increase/refresh their values, or manipulate them with a status effect.
That's how it works. Define the stuff you need and use them where you need it. I'll get back to the details of the Project Editor in the next posts …
Battle System Editor
This Editor will most likely be integrated into the Project Editor, but since it's in development right now, I'll handle it as a standalone editor (and stay short on details).
For now, the Battle System Editor allows you to create turn based or active time battle systems and will be extended by a real time system in the future. Besides that, you can use formulas to determine the order of actions (when every battle participant can make its move), choose which information you want to be shown on the screen and where (e.g. health bar) and set up the menu for battle commands.
Well, that's it for today, stay tuned …