Roguelike Starter Kit

Anyone interested in a Roguelike starter kit something like binding of Isaac or paranautical activity. Where the rooms, the enemies, the items, and weapons and bosses are all randomized

Yes! Or maybe just even a Zelda like RPG Kit

I personally want to see a rougelike kit too, maybe something like delvers drop. So maybe if it was abstract enough that could work for any type of game that you want to make a roguelike with or would it be better to make it more focused on one particular type.

3 Kits I want in life:
Rougelike
Daggerfall Style Old School RPG
And a Zelda/Original Final Fantasy Kit.

Any of those, and Ill be happy :stuck_out_tongue:

+1

Yes sounds great!

Would like that too, well, all three of them.

Would the game template be 3D or 2D like this one?

From what I can tell that one seems to be pretty tied to doing a 2d top down turn based dungeon crawler, so its going to be hard to change, this one would be designed in a way where you could easily plug and play – installing different modules.

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+1

We need to find someone to build a Daggerfall RPG kit for us lol

So I think what this needs is to be broken up into components you have an item system, a weapon system, an enemy system, a boss system, a dunegon system. I think it shouldnt be over-engineered so that it is easily extendable and customizable.

Interested in a fps version of gta starter kit…Willing to pay up to 200.

I guess the best thing you could is create a new thread with a poll asking how many people would be interested and how much would they be willing to pay in say increments of 50. Maybe if we could “prove” there was enough intrest then some dev would do it. Right now its alot of guessing what the market wants. Although I could easily see that spamming up the forum so not a great way of doing it.

Hello Friend is you can help me.
I’m using EasyTouchBundle with FPS Roguelike StarterKit and I can make him walk and look at all sides, can not use the buttons, because by touching the screen he shoots in both of the joystick walking, and in looking screen, will you have a solution to help me

Ill look at that tomorrow.

Okay well lets do it step by step.

So first I created a new project. Then I imported my roguelike project, then I imported the UFPS project.

I opened up my scenes level2. Then I changed the script. PlayerCreator and added a string so it can spawn a different player class.

In the UFPS project I changed the moved the “simpleplayer” prefab to the resources folder. Then changed the gameObject playerCreator string to SimplePlayer. Now i can spawn the UFPS. Okay yeah its alot better already.

usingUnityEngine;
usingSystem.Collections;
usingInaneGames;
public class PlayerCreator : MonoBehaviour {
    private static GameObject m_player;
    public Vector3 startPos = new Vector3(0,4,0);
    public string playerToCreate = "Player";
    void Start () {
        if(Application.loadedLevel==1)

        {
            if(m_player!=null)
            {
                Destroy(m_player);
            }

        }
        if(m_player==null)
        {
            GameObject go = (GameObject)Instantiate( Resources.Load(playerToCreate) as GameObject,new Vector3(0,4,0),Quaternion.identity);
            go.name = "Player";
            m_player = go;
            DontDestroyOnLoad(go);
        }else
        {
            m_player.transform.position = startPos;
        }
    }
   

}

For now Ill just leave my own enemies spawning, but we want them to recieve damage and such.

Then on my enemies the tank, and turret I just added a vp_damage_handler script so now they can get hurt by the UFPS weapons

Yes you are putting UFPS player on the scene,
what I am trying to make is that the player “'roguelike KIT” cause damage to the player “Sentio”, these scripts are integration with UFPS, I was wondering if is to make the scripts work with the player roguelike.

Okay give the senito character a damagable class, as well as the

Go into the damagable class and change the function to the following. It will simply use the damagableHandler instead

    public void damage(float dmg,Vector3 pos)
    {
        vp_DamageHandler dam = gameObject.GetComponent<vp_DamageHandler>();

        if(dam)
        {
            dam.Damage(dmg);
        }
}

I would love to see a Terraria kit.