Rewarding with anything from database (including attribute points)
Defining default rewards
Quests can have different starts (not only NPC conversations)
Items
Items can be assigned to item categories
Identical stronger versions of an item can be created automatically
Usable effects can be added
You can choose a custom slot the item is equipped into (new equipment slots can be added)
You can choose if item is droppable/ destroyable/ stackable
Variety of attributes can be set (value, rarity, item level, damage, durability…)
Conversations
Every part of conversation and text lines can have up to 9 different conditions
Every part can have multiple player line text
You can select if player can end conversation
You can choose if player can return to the beginning of the conversation
Events can be added to every part of conversation and text lines
Reaction (new conversation part) can be added to player text line
You can display all conversation for specified NPC
Shops
Shops can be assigned to NPC
You can add single items, as well item categories of items the shop will sell
Items the shop sells can have up to 9 different conditions, as well as item categories and shop itself
You can choose how often the shop will respawn its goods
You can choose if the shop will accept all trade goods (if it will buy everything from player)
Buy/sell modifier can be set (how many times value is decreased or increased when trading)
It is possible to choose currency player can trade with
AI
Enemy has random patrol (no waypoints)
Can attack players
Calculates chance to miss
Enemy
Variety of attributes can be set (hit points, experience, evade, hit…)
Stats can be set manually or calculated automatically based on chosen level (can be edited, too)
You can set enemy’s difficulty, making the enemy weaker or stronger
Inventory
Size of inventory can be changed
Supports items in stack
You can drop item back in the world
Skills attributes
New custom skills and attributes can be added
You can set what exactly specific skill or attribute will increase
You can set minimum and maximum value of skill or attribute
GUI
Inventory
Quest log
Main menu in game menu
Creature info
General settings
Allows changing basic game’s settings
You can change Levelling system, level rewards, damage system, critical attacks, armor’s dependence, hit chances and inventory settings
EDIT: Added save / load, main menu, inventory and AI random patrol (spider in the demo)
I can send show you class diagram. Only for quests I have 9 classes to store all possibilities. For our usage was your code useless. Your RPG kit is more Ultima Online. Our plan is make guild more like Elder scroll style. But you can change it and modify it.
I don´t know if it will be simpler. It will give you more possibilities so editing can be in the beginning confusing. For example for quest you have to create 3 things. 1. Quest 2. NPC for that quest and 3. Conversation
Furniture not in first release. Dropping items is good idea and we will do it. But for each scene you will set if you want to save dropped items or not.
You can see type of tasks and conditions for converstaion. With these can you create any situation.
very good price.can your system create enemies? add him hp, level, abilities,…? and what about player experience system - leveling? some “talent tree” like World of Warcraft would be nice
I just listed furniture was just an example of an item you can drop back into the world. Oblivion has mods where you can do that.
Just curious, why would you not want to save a dropped item? It seems if the player put it there, he would want to go back and retrieve it later or just leave it there. Or am I not understanding something?
Talent tree - it is possible but it will be more complicated for creating GUI for it. And unity GUI is not perfect :).Levels I will explain when skill GUI screen will be ready. I will show you how it works.
I don´t say no to dropped items but I want to test how it will increase size of saved position (save items everywhere in the world). We will test it.
Furniture really not now :). First some easy AI patroling etc…
I was referring to the blockyness of the pathing rather than it only being 2D. Also, why would you put props into a dungeon generator when it should be left up to the user to generate his own content and only allow the dungeon generator to build the basic layout?