Make your dream game with or without programming. Source code included. Make a massive game FAST. Good for designers and indies. Loads of tutorials to get you started. Visual scripting. Roadmap | Tutorials | Answers | Actions
Unlike traditional visual scripting systems where an action represents a line of code in a method, actions in HeroKit are built to represent a larger method. The result is much better performance and less visual scripting.
HeroKit comes with several player controllers and camera controllers. You can mix and match them to create a unique experience for your players. You can swap them out during gameplay with an action or two. In this scene, the knight is using Player Controller B action, which lets the player use the traditional keyboard keys to move the player left, right, up, down. We’ve also attached Third-Person Camera On action to him. This makes the camera follow the knight from a distance. You can set lots of properties for the camera (how close is it to knight, what angle, how smooth it should follow, etc).
In this scene, we have six hero objects (dark priests). They were all created with a hero object template called Dark Priest HO. We’ve attacked one of the dark priests and used a particle effect on it. You can use particle effects on one or a group of hero objects. Or you can use them in a specific location in a scene. You don’t have to add particle effects to your game objects yourself. You simply choose the particle effect you want to use in HeroKit and HeroKit will do the rest. Particle effects are pooled so you can reuse the same effects over and over again without creating new game objects or components.
One of the most important things that we added to HeroKit was a dialog system. This system is robust enough to make a Visual Novel. I’ll show more examples of what can be done with this system, but in this screenshot, you can see one example of how you can use it.
You choose the font, color, and size of the text for title, description, and option text.
You can show portraits beside or behind the text (we chose none).
You can choose how you want your choices to appear (we choose horizontal).
You can use rich-text formatting.
You can insert variables into your text.
You can create dialog branches.
You can display text all at once or attach a speed to it.
You can choose a background for the message window and buttons. You can also set the transparency of these things.
I’ve bought this Asset now and just started delving. Ive gone through the 8 youtibe tutorials already… is the idea you’re going to continue with those ie. 9, 10, 11 etc.,
Are there any tutorials on building an inentory of items and can an inventory differentiate between say weapons, armour, clothes, currency and so forth?
Right now, the inventory menu is very simple. Follow these steps to use the default inventory menu:
There are a few options for creating an inventory menu:
You can create your own inventory menus. Just use the default inventory menu as an example. If you want to go this route, I’ll create a tutorial to show you how to create a custom inventory menu & action to go along with it.
You can get an inventory menu from the asset store. If you do this, let me know which one you got and I’ll show you how to hook it up with HeroKit.
I’ve created a sample project that you can download here. This will help with the fundamentals:
-basic inventory
-stackable items
Let’s take a closer look at the other requests now. HeroKit is going to have several building blocks released in the next few months. Some of these requests will be released with these building blocks. Let’s take a closer look at what is coming. Please also keep in mind that you can build any of these yourself or download menu systems from the asset store and use them with HeroKit. If anyone is using asset store menus, let me know and I will work with you to make sure HeroKit works with them.
basic inventory use; (supported now)
stackable items; (supported now)
drag n drop; (i’ll add support to next release)
action bars; (need more info. do you have an example?)
sorting or filtering items by types and subtypes; (to be added in rpg release)
things like item rarity and renown; (to be added in rpg release)
character/equipment ui; (to be added in rpg release)
currency ie. Gold pieces, silver pieces etc and conversion; (actions supported now, but needs custom menu)
books and paperwork; (will create custom inventory tutorial for this)
plans and recipes; (to be added to crafting release)
items containers which contain other items; (let’s chat about this. might be complex.)
items requiring other items; (supported now via actions)
crafting and craft tables; (to be added to crafting release)
equiping/equipment slots/clothing; (to be added to rpg release)
item comparison ui and pop-ups; (to be added to rpg release)
multiple inventories; and… (will create custom inventory tutorial for this)
item affixes, socketing, rng, loot tables. (to be added to rpg release)
RPG date = Dev on this starts in November.
Crafting date = Dev on this starts in February.
(September to November = adding 2D support. After this, work on specific game types begins.)
Hi @AntFitch ,
Well, this is indeed a great asset ! Congratz!
Question :-
Any plan for multiplayer ? Photon and/or uNet.
hopefully both, and let buyers have to option to choose which to adapt. ( I probably prefer Photon as it’s more mature as current stage, just my personal preference)
Mobile control support ? ( movement joystick / touch support especially the UI , items system…etc )
Thanks for such a quick and comprehensive response both here and on on your own site forums…
Action Bars… here i am talking about usually the horizontal tileset of button icons , ui that’s usually seen at the bottom of the screen, that scale back up visually after use and would include say drinking a heal potion or clicking your special attack ability(s) or other active activated abilities. That sort of thing. Think Guild Wars 2 or World of Warcraft.
just much like what your asset already cover most part of RPG genre, but adding in the option for multiplayer .
well, nothing that of really special, just :-
Joystick for movement.
this might looks easy for some, but an asset that comes with movement joystick support could saves time ( and possibly headaches ) for some buyers.
The mobile support for various UI/components interaction, eg: inventory, skill menu, crafting…etc
at surface, this might sound easy, but at deeper looks, it actually involve making those menu, components, triggers, actions…etc . Thus, it ‘might not’ just a simple task, it could dwells into various part for integration depending on how the asset works among its components.
Overall, just looking at it for developing a game that functions on Mobile Device .
Sincerely
Thanks
James