The Poll I had for 2D/3D didn’t came up with a majority. See LINK
So, because I’m a 3D artist, it is going to be 3D primarily, but will have a 2D version. I’ll try to closely follow Old School SNES RPG Mechanics. If I mess up at places don’t forget to straighten me up! Please come out what you like and you don’t with the systems. Can’t do this without your help.
Planned features :
A Character profiling system. Gold, Health, Experience.
A branchable skill system fed by leveling up from Experience Points.
Inventory system (weapons and armors as a subsystem)
Shops and buy and drop to inventory.
Collect, pick up Loot, throw loot/inventories.
Stackable Quest system.
Sequential Dialog system where dialogs can be read from text files. Formatted more like comic book scripts.
Branchable Dialog system.
Minimap
Another thing, from the initiation I’m making it in a mobile ready way. And FSMs like PlayMaker are made for RPGs more than anything else.
Ah it won’t be too terribly hard. I think the hardest thing will be the inventory and shop stuff, those FSM’s get really cluttered. The dialog from txt files could get tricky but I think there is a solved thread on the PM forums talking about doing that already, maybe like a month old or so.
Agree with this sentiment. If I worked with someone who replied to my emails after 2-3 weeks (not once, but ALL THE TIME) I’d tell them not to bother. Makes communication a b*tch. A letter in the mail might be faster.
I’m really in a decision soup for this. Using NGUI and PlayMaker will not get pass the asset store scrutiny. It seems like they only allow a single third party software dependency. But I don’t really want to use Unity GUI.
While I’m aware you’re primarily an artist, not a programmer, why not create an adapter layer that requires a certain contract (that is, data and methods a class must have) that could allow the player to use whatever they want, and create a basic GUI using Unity GUI? After all, this is a mere kit, not a full game; it’s up to us end-users to do something additional with what you provide.
Apple doesn’t care how many third party libraries you use. We use NGUI, about 3 Prime31 plugins and a bunch more. 3rd party plugins should not make any difference when submitting to apple because Unity compiles it all to native code in the end.