So I’m working on a game that has RPG themes as a secondary focus, and I’d like to learn some more about what good RPG systems look like. As such, the game I’m most impressed with is WoW, for what seems like a simple yet flexible system that has lots of room for extension. If I could achieve a system like that which doesn’t rely on the luxury of Monobehaviour for everything and a half, applying it within Unity should be a piece of cake.
I’m not so concerned with any online or multiplayer for the time being, but I would greatly appreciate it if someone could point me toward a guide of some sort. I understand C# well enough to delve into advanced topics where needed.
The Hack Slash tutorials have been great for me as a learning experience as I transitioned from Javascript to C#, but they don’t seem to cover deeper details, such as the types of inventory events that would be needed, different types of actions, or how separate currencies work. A spell/action system in particular is something I’d like to emulate that doesn’t seem to have any focus at all in the series.
WoW’s RPG elements are clean and organized; simple and complex rather than complicated. This is what allows it to be so flexible, while more hard-coded systems can have compatibility issues, especially with new content.
@Kantaki: Thanks for the post, but I would like to learn how to build it myself from the ground-up, maybe even to eventually release my own product. Although your scripts are open-source, I wouldn’t like to so blatantly rip off of it. ^^;