UniRPG, The Unity 3D RPG Maker

The new thread for this product, now known as plyGame, is at http://forum.unity3d.com/threads/224503-plyGame-no-scripting-game-maker

UniRPG is a tool that will help you create Hack&Slash RPG type single player games in Unity. The goal is to provide a tool with which to create a specific genre of game in Unity without doing any code scripting. Full source is provided and the system supports plug-ins when you need to do more or expand on the existing features.

Have a look at the documentation and the tutorial videos to learn more about the kind of games that can be created.

I’ll be making announcements here when I submit updates. Subscribe to this thread if you would like to be notified.

More information and online documentation is available on the official UniRPG Site. This is also where you will find plugins made for UniRPG.

Official support is provided on the UniRPG Forum. Please use it if possible so that we can keep this thread clean for update announcements.
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[screenshots removed]

Congratz on the release. Looks really good.

Hey can you setup a evaluation kit for this? Seems highly useful and I want to test its usefulness before I buy this:-?

It would be difficult to do since I’d have to give you the whole tool. Removing some parts would make it is useless for evaluation.

Perhaps the best would be to wait until it is out of Alpha when I will create demo games with it. Playing the game to get a feel for the kind of game play this tool creates and watching a video on how the game was created with the tool might give you enough to make a decision.

I’ll be running the discount until after I’ve done the above, so do not worry about losing out on that :wink:

Looks really good.

I think it is very well conceived. It seems to be very simple and intuitive. I would like to try a webplayer demo.:grin:

put some webplay demo or video,pictures are nothing…

Like I said 4 posts up. This is an early adopters version and I will only be making game-play demos when beta is released. I have more important things to be working on right now, like getting more of the Core systems done for testing :smile:

Another great way of learning more about a tool like this is to simply check out the documentation to see how the pipeline works.

Nice! Very very nice, definitely on my shopping list :slight_smile:

Would this be suited to making a game like MediEvil or Maximo on Playstation?

Not with the default character and camera controllers. I am working on a way that these could be replaced via plugins to UniRPG.

So someone could make a controller that works similar to how those games work, for example allowing a character to jump and a camera that rotates like that and the mechanisms to detect when the player near something and what to do when he press the interact or attack buttons.

But yea, out of the box. No. and there are no plugins yet that can provide that kind of game play. Maybe check back when this tool is out of Beta :wink:

Thanks the for the fast and honest reply. So you are planning on adding the functions of those games or are you saying someone could theoretically add them in via a plugin?

So would it be safe to say that currently this package is designed for Diablo style games?

I can’t promise that I would personally look into creating mechanics for that specific type of game play but it would be possible to add it. I have a lot on my plate as it is. I’ll certainly look into making different ones or even adding support into the current ones when I get the time.

I’m also of looking into creating plugins that can link exiting systems, like the UFPS with UniRPG, so that you get an excellent FPS controller combined with all the other features of UnIRPG. In the same way I could create a plugin that links the free Third Person MMO Controller with UnIRPG.

Yea, Diablo and Torchlight type games is what the default controllers are trying to provide. Torchlight 2 was my inspiration for the current character and camera controllers. Check the video I posted to see how the controller act. In the future I will create web players so that you get a better feel for the game mechanics.

Okay, thanks for the info. Good luck with this package :slight_smile:

I’ve submitted an update, it should be available in the week.

Version 0.1.1 (ALPHA)

  • Added the Levelling System
  • The Attribute Action is now complete
  • New target type for Actions, the Player
  • Fixed bug with opening Documentation on OSX

alright I am going to invest in this one some time in July. My main concern is how easy is it to get animations for the character system working properly.
I bought Character Systems for unity
http://forum.unity3d.com/threads/143609-Character-System and had issues because it wasn’t as seeminly straightforward as what this project appears to do.
So, could you link this character system as a plugin but using your straightforward rpg maker style setup?
Your aim does appear to be the “for Dummies” crowd which is great.

Animation wise I just would like to make it as extremely simple to add animations and vfx.Easy to expand but extremely simple to take my fbx file and get it working with the character in unity.

My question is regarding vfx on attacks.Would a flipbook texture slot for attack vfx be to much to ask?

So say a ranged or melee attack is called in the skills bar and it uses a flipbook texture as a projectile vfx.

Yes, the goal is to create something where you don’t have to code anything. If you can code then it should be easy to tap into current features of UniRPG and integrate with it via Actions, GUI Themes, and general plugins. I am still working on the documentation for all of this.

UnIRPG support only the legacy animation system atm. You tell the character controller what the clip names are for idle, walk and run and it will use those when the character moves around. I’ll later add option to add different idle/antics clips to use while a character is idle.

The way something like an attack animation is played is determined by an action. You will create a skill, which is the attack skill for say, swinging the sword. In this skill’s list of actions you will then place an Animation aciton which will then call the clip to play. In that same list you will probably want to place an attribute action to deduct hp on the target and other actions to do things like play an fx, etc.

So, could you link this character system as a plugin but using your straightforward rpg maker style setup?
It depends on how that system works. I’ve not had a chance to play with that system yet so I have no idea how hard it would be to link with UniRPG and make it a “simple setup” process.

flipbook texture as a projectile vfx
UniRPG need support for creating something called a projectile. As it stands you can’t do it right now cause there is nothing that can move an object over time - without you having to code some script 1st. I’ve added this to my todo list. The actual FX that play could then be anything that can be instantiated from a prefab, like a particle system. Does the particle system not support something like that where it play the frames off a texture atlas or am I not understanding what a flipbook texture is?

Somewhat but a script is needed,example:

If you have that kit, Unity Asset Store - The Best Assets for Game Making then it should not be a problem to instantiate the GameObject/ Prefab that has that effect on it. If you meant I should create the scripts to replace that kit, then, I do not think I’ll get around to doing something like that.

Like I said in the previous post, UniRPG needs something that allows moving stuff over time. That I will be adding, most likely by just making the actions/plugins needed to link up iTween and other such kits with uniRPG since that would be way more useful than me adding yet another tween solution. The effect you describe can be done via that kit I linked and I’m sure it would be a simple matter to get it playing as soon as the object (like a projectile) is spawned by UniRPG’s Create Action (which can also be used to instantiate other things like particle system prefabs).