TinyTree
Member
What is Opsive Foundation?
Its a very lightweight layer of logic and editors that allow users to create any kind of RPG & adventure games. It is based on Opsive TPC and FPS controller.
Is it for me?
The framework is made around few principle:
What is planned for Beta:
I plan to convert 2 of my existing mobile games as a proof of concept, get feedback, some editors will be missing in order to speed up feedback integration.
Modules planned, Note that they are all optional, you can simply open the profile system and change a field to bypass character creation scene. Each module do not need to be used and are totally optional
Feature Completed will be marked in green
Features Work in progress will be marked in yellow
What is planned for release:
Feature will be freeze few month before and editor will be completed, I will convert all my games to the framework to be sure its robust enough, and keep polish the workflow & add features:
Its a very lightweight layer of logic and editors that allow users to create any kind of RPG & adventure games. It is based on Opsive TPC and FPS controller.
Is it for me?
The framework is made around few principle:
- You may not need to code depending on the design of your game.
- Easy to extend by code, you can make a different game with less than 800 line of code
- There is no need to modify source code.
- Lot of properties that let you define feature without changing code but only tweaking editor.
- All the basic functionality are handled, so you only focus on very high level functionality if needed but You do not need any other plugin.
- This make maintaining multiple game very easy, found a bug? Fix it once.
What is planned for Beta:
I plan to convert 2 of my existing mobile games as a proof of concept, get feedback, some editors will be missing in order to speed up feedback integration.
Modules planned, Note that they are all optional, you can simply open the profile system and change a field to bypass character creation scene. Each module do not need to be used and are totally optional
Feature Completed will be marked in green
Features Work in progress will be marked in yellow
- Profile System: act as an user container for the saved data [Docs]
- Save system: each modules will automatically saved their properties like character skills, last position and scene… [Docs]
- Character creation:
- Can configure available characters and add properties that will be automatically saved
- Can configure the team max size or simply have one single character
- Can configure the maximum number of character in creation screen
- Can Extend the character creation handler and add new properties with minimum effort.
- Team Controller:
- Switch between controllers
- Other characters can follow the controlled characters
- Events to hooks Ai ( behaviour designer )
- Individual re spawning
- CharacterBase:
- Combat
- Stats & vital
- Active skills & passive abilities
- Buff & Debuffs
- Skill based progression
- Level based progression
- AI integration with behavior designer for pets, npc, enemies…
- Interactions
- Check skills level or conditions
- Can be used for anything, talk to npc, pickup loot, open chest ...
- Portal system:
- Database of destination
- Inventory [Docs]
- Shop [Docs]
- Localization Support for all modules [Docs]
- Currencies [Docs]
- Create any number of currencies
- save and load them, player receive specified amount on creation
- Sound System [Docs]
- Ui system [Docs]
- Multiplatform input [Docs]
- Scene Loader [Docs]
What is planned for release:
Feature will be freeze few month before and editor will be completed, I will convert all my games to the framework to be sure its robust enough, and keep polish the workflow & add features:
- Equipement
- Collectible resources
- UMA Integration
- Craft
- Non Combat activities
- Dancing
- Gathering
- Fishing
- Quest
- External backend server and client SDK for async social gameplay ( not real time )
- Guilds
- Load remote players for pvp & cooperation
- Chat
- Push to talk message in chat
- Cloud save
- OAuth
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