RPG Toolkit for Unity

Overview
The RPG Toolkit is ideal for creating your own third-person RPGs and adventure games. It will get to up and running to create your own games quicker than ever before! With a collection of self-contained tools, you can easily pick and choose the components you want to build the RPG you dream about.

Components

  • Camera - ideal for third person, isometric, top-down or side-scrolling games, the available cameras are all capable of rotation, zooming, panning and dealing with obstacles between the camera and the player
  • Input Manager - a simple tool to get you up and running quickly with mouse input. Capable of detecting single and double clicks, simply create a listener to catch mouse events and away you go!
  • Movement Controller - what RPG exists where you can’t explore the world? This movement controller makes it really simple to add a click-move controller, click the mouse and watch your character go!
  • Quest Manager - the quest manager is a way to easily create and control your quests
  • File Manager - the file manager is an easy way to read from or write to files
  • Entity system - add entities to your game like chests, NPCs or enemies that the player can interact with
  • More components coming soon!

Try out the webplayer demo here

Links
Asset store: RPG Toolkit
Developer’s website: Robop Studios
Support email: support@robopstudios.com
Documentation: Link to the documentation

Videos
Camera Component Demo:

Input Manager Demo:

Movement Controller Demo:

Seems like a OK start, but honestly I think before publishing to the Asset Store you should have included abit more features besides Basic Movement and Camera as most people can already get their hands on such scripts for free. *for example see my signature below where i provide free camera + movement script package for RPG Style Game.

You’ll probably need to add alot more before you start getting some interest, as currently as it stands it’s not much of an RPG Kit without a Combat System, Inventory, and Quests.

keep in mind you’ll be facing off against the UniRPG Kit, which has tons of Features and is Easy to Use, No Scripting Required! I don’t mean to discourage you from working on this further but I think you’ll need to introduce something new and unique to stand a chance, like say “Multiplayer” which UniRPG doesn’t Support, or maybe even Mobile Support.

Best of Luck!

Hello Kuroato, thanks for taking the time to have a look at the RPG Toolkit and give me your feedback.

At the moment the RPG Toolkit is in the early stages of development and a lot more will be coming (the existing components are fully functional though!) and I believe it is very good value already, when compared with some of the assets already available on the asset store.

I agree that UniRPG is a fantastic asset but I have slightly different goals with this toolkit (as well as most of the other RPG kits out there). This toolkit is a set of tools with minimal dependencies between them that developers can quickly drop into their own projects to quickly and easily provide a lot of the ‘boiler-plate’ functionality - for example the camera. Of course it’s also a lot cheaper! :smile:

While there are a lot of features I’m planning on adding, what do you think would be most important, if you were starting an RPG or adventure game from scratch, that you would like to be able to just drop into your project to get things up and running quickly?

Again, thank you for letting me know what you think.

He is right that what you have already can be gotten for free. A roadmap to what you plan would help you. Also aiming it at something like mobile would give you your own nitch.

That said a RPG basic feature would have to be combat, quests and inventory. These are a must to make it a RPG at all. Planning things like a project editor and templates for things like items, skills, npc’s, quests, characters, vitals and AI would also be a must.

All in all I think you should have started a bit cheaper and raised the price as you added your listed features. Too many developers have paid for kits like Dextro and not gotten what they paid for. But most would take the chance that you will make this a great kit if the price was low enough to start.

I do like that you are going your own way with your goals for your kit. From what is available on the store I would say aim it at mobile and add a roadmap.

I would love to see a MMORPG Online FPS Kit :slight_smile: RPG is soo overpupolated already

Hi Robop,

How the character controller can step over a stair-step or a box with height > 0.5 ?

Can you please let me know?

Thank you,
George

I need to make a character controller (in Unity3d) to climb steps of 1 m height.

The problem is the 1 m height step seems very high and it cannot be climbed when the character is moving forward to go over it. This happens with Unity’s provided CharacterController (note: the character has a normal height of 1.8 m). I am not talking about jumping on the step of 1 m, just climb it when moving towards it.

I tried with Unity’s CharacterController to set the “Step” property at 1 m (or even higher) and set the “Slope” property at 90 degrees, but it cannot go over a box (step) of 1 m (not even over one step of 0.5 m).

Do I need to write my own custom Character Controller class? If yes, can anybody give me some hints on how can the character step over 1m step-box be done?

Hi George,

It should be possible to do with the RPG Toolkit (I’m assuming that you are using the toolkit, if you are not then please let me know). I created a simple test scene that consisted of a plane for the ground and a 1 unit high box for the step, both of these should be on a layer called ‘Walkable’. I also used the constructor that is supplied in the standard assets. I added a point light to provide some lighting.

Add the InputManager prefab from the RPG Toolkit and set the ‘Interactive Objects’ property to ‘Everything’. Add a ‘StandardCamera’ prefab and set the ‘CameraProperties.TargetTransform’ to the constructor.

Next we can set up the Constructor. Add a standard Unity character controller component and set the step offset property to 1.
Add a ‘MovementController’ script from the RPGToolkit and set the following properties:

  • Walking Speed: 4
  • Running Speed: 8
  • Rotate Speed: 45
  • Gravity Strength: 2
  • Prevent Falling: make sure that this is off
  • Walkable Layers: walkable
  • Set the animation properties to ‘idle’, ‘walk’ and ‘run’ and set ‘use animation’

Add the ‘Player Input Handler’ script from the RPG Toolkit, set Mouse Input to the InputManager and ensure ‘Selected’ is ticked.

If you now run the project, the Constructor should be able to move up and down the step.

1503619--84798--$steptest1.png

If you have any queries then just let me know.

Regards,

Robop

Yes! It is working.
Thank you!
I think the “Prevent falling” tick off - does the trick.
Here is a pic, I modified a bit the default “RPG Kit” scene:
1505522--85036--$RPGKit_1m.png

Thank you!
RPG Kit is very modular. When is it going to have mecanim support?

Great to know you’ve got it working! Thanks for your feedback, I’m glad you think it’s modular - this is exactly what I am trying to create. Hopefully you should be able to just add whichever part of the toolkit you want and it will all integrate really easily into your own game.

The toolkit does actually have some limited mecanim support already to mimic the old style controller and I’ll explain how to use it below.

If you have a character that supports mecanim (for example the Ethan character from the new sample assets from Unity), use this character instead of the constructor. Add an Animator component and create a new Animator Controller for it.

The controller should have three states: Idle, Walk and Run and two bool parameters, Walk and Run.
1506747--85154--$mecanimtest1.png

For the state transitions, walking should start when Walk is set to true and stop when it is set to false, running should start when Run is set to true stop when it is set to false.
1506747--85155--$mecanimtest3.png

Finally, set the animation properties to Use Mecanim = true, Idle clip to Idle, Walk clip to Walk and Run clip to Run.
1506747--85156--$mecanimtest2.png

This should give you a character using mecanim who will walk if you single-left click an area and run if you double-left click. If you have any problems getting this running let me know.

When the sample assets become the Unity standard assets, I will create a full demo to show how it is done (unless you would like it sooner?)

Let me know if you need more mecanim support in the toolkit and I will see what I can do about adding it in.

Version 1.2 of the RPG Toolkit has now been released on the Unity asset store. It includes the following changes:

Bug fixes:

  • Fixed camera inability to follow the target when panning is disabled

Minor changes:

  • Added ability to specify fall height when using ‘Prevent Falling’ property in Movement Controller
  • Added more functionality to GridManager
  • Added ability to set starting viewpoint in camera (i.e. have the camera start in front or behind the target)
  • Added free rotation button option

Major changes:

  • Added entity system
  • Added inventory system
  • Added over-the-shoulder camera

New tools:

  • Quest Manager
  • File Manager

The Quest Manager is a new tool that will allow developers to easily create new quests and set conditions on those quests for their completion. The File Manager is a system to allow developers to write to or read from files, including XML formatting for saving game data.

Hello your webdemo doesn’t seem to be loading

Hi,

when is next update ?

ennemy AI? loot ?

+++