[RELEASED] RPG Creation Kit

Your RPG starts here.

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Please view the website for a more detailed overview of the RPG Creation Kit.

The RPG Creation Kit is a toolset that makes the development of RPG games a lot easier and a lot more accessible. RPG games are known for their complexity especially on the programming side – with the RPG Creation Kit you will only have to focus in the creative part and in the game content, as the hard part is already there, ready for you to be used.

The project is designed to give you all the elements that you may need in order to make either a simple or a very complex and branched RPG game, with thousands of NPCs, multiple questlines, factions, locations, outcomes, and world-changing events.

The RPG Creation Kit contains many features that have been tailored on its goals – to have a set of tools capable of creating highly complex RPG games while being easy to use, to modify and to expand.

Here is a partial list of main features:

  • Quest System
  • AI
  • Creature AI
  • Persistent Reference AI
  • Dialogue System
  • Player Controller & Combat System
  • Magic & Spells System
  • First Person Controller and switchable Third Person Controller
  • Inventory & Equipment
  • Attributes
  • Factions
  • Save & Load
  • Autosave
  • Looting System
  • Trade System
  • World Streaming, Cells & Worldspaces
  • Distant Cell Rendering
  • Effects & Consumables
  • Items System
  • Items ownership and stealing
  • Pickpocket System
  • Scripting Support
  • Events System
  • Character Creation
  • Database System
  • Dozens of life-saver Editor Tools
  • Locational Damage
  • Aggro and Aggro Modifiers
  • Gamepad support
  • And much, much more.

View the website for a more detailed overview of the RPG Creation Kit.

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awesomw stuff there will be following this feed all in

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Please Link it to your MMO character system

Hello Gwinyai!
Maybe in the future i will develop a dedicated Character Creator, due i see MMO Accounts & Character System more oriented on different types of games.

Thanks for your interest!

A new huge update is almost ready to be deployed.
The Version 1.1 will feature:

  • Inventory & Equipment System for the Player.

  • Better way to manage weapons (Inventory & Equipment).

  • Creation of Weapons, Equipment, Misc Items, Keys, Ammo will be totally built in with Custom Editor Windows extremly fast to use (30-40 seconds to create a new piece of equipment).

  • Loot System from the World, items can be picked up from the world.

  • Items that has been removed from the Inventory will spawn in the World, next to the player.

  • New Consequences that allows the Player to add Items in his inventory.

  • Setup blendshapes weight for every piece of Equipment during the creation of the Item.

  • Updated documentation.

Made with the Quests Creation Kit by @ :

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The Version 1.2 of the Quests Creation Kit has been scheduled, its developement starts now.

The new version includes:

Melee Combat System - A solid base for a Combat System will be developed. The new melee combat system will include:

  • Multiple Swings: Trough the Weapon Creation Windows the user will now be able to setup multiple attacks that can be chained, every attack can have a different animation, speed, damage, stamina usage and sound.

  • Blocking System: The Players & NPCs can now block attacks, blocking attacks can reduce or cancel the received damage depending on the sword and current equipment. The amount of stamina consumed for the block and the multiplier to reduce the damage can be setup during the creation of the Weapon.

  • Stamina System: Attacking, running and blocking will consume stamina. Both Player and NPCs will have to be careful balancing their playstle to never run out of Stamina, since they can be Unbalanced.

  • Unbalancing System: If the Player or the NPC is out of stamina and they try to land an attack, If the attack is blocked they will become unbalanced, meaning they’re unable to attack, block or move. Likewise if the Player or the NPC blocks an attack while being without stamina, they will be unbalanced.

Better AI - NPCs will also be able to use the new Combat System, their logic will be widely improved. NPCs will now be set on ‘Combat Behaviours’, those describe how the NPC should behave during a combat.

  • Very Offensive: The NPC will keep attacking even if he’s receiving lots of damage, will never try to block incoming attacks.

  • Offensive: The NPC will be offensive, rarely he will try to block and to counter attack.

  • Balanced: The NPC will be both offensive and defensive depending on how the fight is evolving, he will often try to block and to counter attack.

  • Defensive: The NPC will be defensive, he will prefer to block and counter attack instead of doing the first move but sometimes he will try to surprise his enemy.

  • Very Defensive: The NPC will very rarely attack his target whitout having blocked an attack first,

  • Will Not Fight: The NPC will try to run away from his enemy, avoiding the combat.

Some other behaviours may be implemented.

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Your system looks promising. Do you have a save system?

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This looks good.

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Thank you!

The save system is not present yet. It is of course a highly needed feature that will be surely developed in the future.
I’m aiming to add a lot of new features and improve the already present ones to cover the most complex situations to work on when it is about saving.
Thank you for your interest.

The Version 1.2 is taking more time than planned since lots of bugs regarding different features has been fixed and lots of current features has been expanded and polished, with some add:

  • Added Feature: Apply Events (Quest Dealers, Quest Updaters & Consequences) when a generic GameObject (with a Collider) is placed by the players or some other entities on a specific spot or if it reaches it on his own.

  • Added Feature: Now you can apply Events if an entity leaves a collider, this feature is an expansion of the ‘Goto’ element and keeps all parameters (AllowMultipleTriggering, DelayActivation, DestroyAfter)

  • Added Feature: NPCs with the new Combat System are able to run away in fear if they’re on low health or if you set their state from anywhere with the Events System.

  • Added Feature: You can now setup a ‘Combat Exit Time’ for NPCs when they’re attacking a target, on the current version they would keeping following their target forever even if it has reached the other part of the map, when ‘Combat Time’ expires, if any combat action isn’t performed by or on them (Attacking or Receiving an attack) the NPCs will give up fighiting. The ‘Combat Time’ gets resetted everytime they Attacks or Receive an attack.

  • Fixed: You could have been be able to jump on NPCs head.

  • Fixed: Some attacks aimed to the legs wouldn’t have been detected even if the weapon had enough range.

  • Fixed: If they were attacking, NPCs during death animation they would have keeping doing their attack while falling.

  • Fixed: When the camera gets out of the boundings of a Skinned Mesh Rederer it will disable the render of it, this was causing showing the dead NPCs without equipment when the camera was near the end of the boundings.

  • Fixed: Sometimes, on specific conditions, attacks between NPCs were not instantiating bloods particles.

  • Fixed: When both an NPC and the player was fighting an entity, if the Player would have killed the enemy the NPCs would have keeping attack the target.

  • Fixed: On Unity 2019.1 there was a bug regarding Toggles that was causing problems with the UI of the Inventory, the next update will be released on the version 2019.2 to get rid of this issue.

New features has been added as well to the new update, the post above regarding it has been updated.

Hi, when are you planning to release version 1.2 ?

Hello! It will be submitted on 14 January and available to users after a couple of days.
Thank you for your interest.

The update 1.2 has been sent and it is waiting for approval!

Shortly the new demo containing the features of the new update will be live.

The update 1 2 has been released and it’s available to download now!

Good update ! This asset in future has every chance of becoming the best-selling in the unity store. But really lacking in the first place:

  1. base - save system
  2. trade system (weapons and armor store) + crafting

Can we expect their implementation in the near future?

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Thank you!
About the save and trade system, absolutely yes, those are already on the schedule for the next update with a lot of new features and improvements.
The crafting system may come in the future, but probably not in the next update.

In the next days I’ll announce the new coming features.

Hello, when are you planning to release version 1.3 with new functionality - for purchase?

Hello there.
The next update is still on the final stage of its scheduling. Since it will be very huge update, the biggest ever made for this package, I’ll need time. I’m trying to balance making the highest amount of new features and improving/expanding the already present ones the shortest time possible. Obviously as more features and improvements will be developed more time it will require.
I’m also cooperating with a 3D Artist to bring a totally new, good looking graphics that will open the road to new features.

Anyway in the next week I’ll announce the next update, with all the features and improvements that will be developed with an estimated time of completion.

Thanks for your interest.

Any chance on ranged combat? Magic and bows? Different avatars