The overall design plan / wish list...
Controller / Movement
Basic Movement with ONE Hand (want to simplify the user experience)
W/S Moves Forward / Backward
A/D turns the character... really turns the character.
Q/E strafes the character
Shift toggles running, Holding Sprints
Dodging In cardinal directions (some how, not even sure how the controls should be mapped) Double Click the WASD controls?
Climbing, Riding, Crouching etc. (note I really want to change the crouching animations, I want them more dramatic than what is included by default)
Interactions
Driven by item interacting with somehow.
Think Forge, Workbench, Chair, Chest. pushing a cart.
Some driven by actions i.e Lock picking, searching
Animations
I also want the character to have different walk, run, idle animations by Race
and the ability to transform. Werewolf, maybe even an animal (wolf, bird etc) non human would turn off items.
Growth / Shrinking by potions or spell.
AnimatorOverrideController ??
Different animations for different weapon types
Axe, Sword, Polearm, Staff, Shield, (Pistol, Rifle) flintlock type (have to find the reloading animations). , daggers, spell casting, spell casting with staff
2 handed weapons
And be able to wield dual or off hand.
I have these to start but may switch to nicer ones later
Elevate your workflow with the RPG Character Mecanim Animation Pack asset from Explosive. Find this & other Animations options on the Unity Asset Store.
assetstore.unity.com
Input/Combat
Would like to have the attacks be random or in order like your videos, but also have power attacks.
Would like to block/parry or attack with each weapon (including shield... shield bash)
and be able to kick ( push enemy back or power kick to "sweep the leg"
Not sure how the control mapping for the controls will go, but I am using rewired so that should be easy to change up I hope.
Also is there a way to augment your item/inventory and ability systems
I would like to be able to modify the item object, add things like icons, for the inventory screen
looks like it has functionality for drop and the like. I would rather not maintain / write two inventory systems.
I am using
https://assetstore.unity.com/packages/2d/gui/rpg-mmo-ui-5-95223 for the interface and want to be able to
Change the equipable item functionality
Have weapon sets (right/ left hand) example shield & sword in one set, bow for the other. Add more sets slots based on skill levels.
Potions Slots (more per level)
... no opening up inventory in the middle of battle and rooting around for sweet rolls in the middle of battle.
Attributes
Health, Stamina, Mana
I would like them to be based off of things like player stats, modified by potions, items, skills, spells etc.
Also have things like a cold effect , slows character movement, poison interrupt movement attack with a doubled over effect (react to the poison or w/e on a timer)
Change the characters walk / run (or even turn off run) if injured.
I know this is alot (and I have more wants lol), but I am 100% sure that I will have to scale alot of this back. And that is ok.
I just don't want to go down wrong paths or loose time doing something impossible with the system.
I wanted to include first person for example, but watching your videos, and looking into UMA I have decided sadly that that is best.
Any direction on how to achieve any of this, what parts of the documentation to look at for each item. Or even WTF dude that is stupid.
Any direction would be helpful and appreciated. I don't need it done for me and I don't mind sharing back to the community (if you have a way to share things like the Movement Controller you suggested.)
Writing this game is more about making one, and telling the story the way I want than anything else.
So far I have to say I am extremely impressed by the controller and the code itself. Very clean. I have been a developer for over 20 years,