Hey guys, I’m new to the community, I’m a senior at the Art Institute of Las Vegas. We’re thinking of using the Unity Engine for our senior game design project instead of the current engine UT3. I was wondering if a game like Freedom Force is doable with Unity. And if there was any previous resources for RPG mechanics already out there. Thanks a lot in advance!
Freedom Force is actually not that hard in Unity!
You’d probably have a master script to handle things like which heroes were activated, which mission you were currently on, etc… Each hero would have their own script attached, of course, and the various objects in the world wouldn’t be too hard to handle.
The only major hurdle would be the save games, but that’s something that could be handled without too much difficulty.
If your students are good enough programmers to handle the game logic, then it won’t be that hard.
Nearly every 3D (and in most cases 2D) game you can imagine can be made with Unity… if it’s on the console or PC market, you can do it with Unity too.
Of course, there’s the question of talent and labor =)
But with Unity you pretty much get enough in the game engine department to do about any kind of game.
Awesome. Thanks for the response guys. On a side note I was looking through some of the other threads and haven’t found anything about RPG mechanics for “leveling up” any help or links to tutorials would be sweet.
I doubt you’d find any tutorials for that, at least not for Unity; general programming knowledge is what’s really needed. There’s nothing specific to Unity about leveling or RPG mechanics.
–Eric
If your planning on using javascript then just google for rpg tutorials using javascript, shouldn’t be to hard to find and use in unity.
Fortunately, most basic RPG’s aren’t as structurally complicated as other games… You mostly need some basic data structures to store player and NPC information (which could even be as simple as arrays of numbers and strings), some basic math/algorithms for calculating damage and handling combat… Setting up the graphics, GUI and cutscenes is another story, and can be as complicated or simple as you need… there’s enough information in the Unity documentation and tutorials to do this.
I expect you aren’t the only Unity user out to develop an RPG, so you might find some other community members willing to share their experience (or even code.)
^^
I wonder how many games you have done on your own.
Me? I’ve made a couple of kids games in the past, and then this… it’s not a finished game, but a prototype, and I got a second programmer to pitch in for part of it (especially the collision camera), since it was kind of complicated:
So you are PiPPiLiN?
I like the music, dum dum blimmhhh
Well, i was wondering because all the people i know who were/are working on RPG games for sure wouldn’t underline what you said about that they are easy to do as, a) the stats skeleton is no game at all, depending on the size of your RPG it needs to be connected to quite a lot of things and take several rules, exceptions etc. into account as well, b) those stats/rules need to be wisely choosen and balanced over and over again which means a lot of work, c) it doesn’t sound like he was after a non gfx txt like experience so you get all the gfx issues, you might have run into in more simpler games here as well, plus that you probably have to deal with more characters, AI, handling all the content for a RPG and so on.
Bottomline: RPGs are no easy and fast done games if you want to do it right.
I think it all depends on the level of polishness you want to have. I think there is no easy game. A simple, buggy RPG that works (but no more) would be easier to make than say a very polished 2D puzzle game.
This the beauty of video games, the difference between a working/good game and a great one depends on the small details and a little bit of magic.
There is no easy game.
PS: your game looks very cool, Caitlyn!
So you are PiPPiLiN(a)?
yup!
I like the music, dum dum blimmhhh
thanks
I couldn’t agree more
Also, I couldn’t agree more ^-^ Don’t get me wrong, I never said it was easy, but IMO for a beginning programmer, it is more approachable than something requiring hardcore 3D math skills. Or?
Here’s an interesting article on Pokemon battle calculation, I came across, btw… it’s interesting to see how it is calculated…
http://www.serebii.net/games/damage.shtml
best wishes
Caitlyn
(PS thanks Scrat!)
thanks
<<<
Nothing to thank, i have to thank for the cute tune in my head now! :O)
Here’s an interesting article on Pokemon battle calculation, I came across, btw… it’s interesting to see how it is calculated…
<<<
I know someone who worked on Pokemon as well, he could talk about the not so funny stuff inside. Anyway time to eat come icecream.
Grüßle,
taumel