Quick question ![]()
Need to make a stealth-based top-down action-RPG. As far as toolkits go, which one would handle stealth (shadows = undetected; mobs with LoS):
or
Quick question ![]()
Need to make a stealth-based top-down action-RPG. As far as toolkits go, which one would handle stealth (shadows = undetected; mobs with LoS):
or
I wouldn’t bother with either. Almost exactly what you describe is provided for free with extensive tutorials, support and free assets in the Unity Stealth tutorial. You can find it here: http://unity3d.com/learn/tutorials/projects/stealth
Also, you can find the assets for the tutorials here: https://www.assetstore.unity3d.com/#/content/7677
Cheers!
True, I totally forgot about that!
Although the rest of features they offer (classes, leveling, skills, UI…) is a nice touch that will save me a lot of coding hours
It’s been my experience that when you buy these code assets, you rarely if ever save time or frustration. For anything other than a trivial implementation of them you end up running head long into every error the asset creator made, and then have to spend the time going through his code (better hope he commented it), and either fixing problems, working around them or finding ways to effectively link your own solutions into their code. Generally, even the best of them are more trouble then their worth for this sort of asset.
None of the things you’re pointing to as benefits, with the possible exception of the UI (but who wants a generic UI anyway?) are very hard to code. It’s just my opinion, but if you followed the tutorials, then layered on your own code for the things you wanted to add to the game, you would come up with a much better final result. What’s more, the final result would be much more understandable and maintainable by you because you went through the process yourself. No “black box” code you have to try to figure out how to make work.
Whichever way you go, best of luck to you!
Thanks again for your priceless input. Unfortunately I’m still very new to Unity and my current knowledge does not allow me to do a class, xp or hack&slash system, like these assets can offer.
I have some experience with “kit” assets and yes, completely agree you spend more time understanding what they are doing behind the curtains than actually using them, but retroengineering and debugging is something I personally love.
If you know of any (simpler?) asset that provides a class system, without major headaches, feel free to point it, I’ll prepare the wallet ![]()
What would you like your class system to do? I can make a better suggestion with a bit more detail on what you’re looking for. I will throw out there that by the time you follow the tutorials, you would probably be comfortable enough to take a decent stab at coding your own class system. Baring that, tell me more, because any class system is going to be fairly strongly tied to the rest of your game. In a perfect world (which we both know you will never have with an off the shelf kit, but humor me), what are you looking for your class system to do for your game?