TinyTree
Member
- With Stats and Abilities, do you have them ordered by Types/Categories and with Abilities also by Active/Passive?
yes stats, abilities and attributes are each separated by a section, you can set attribute and vital base value per race then your player or npc class can have an extra bonus, stats are calculated by a formula defined by the user.
skills can have ranks, each rank can provide bonus and access to new abilities, this is basically your lock-picking or blade weapon skill.
abilities can be triggered ( active) or passive. they are defined for players, npc have the abilities directly built into their section.
each of these are ordered in specific section and because i just finished a refactor that only use keys to reference stats, attribute, skill etc.. you can change the order in their database and it will keep the reference and other parts of the editor.
- Your item and inventory system. Will it be saveable-loadable? Currencies? Crafting? Customizable items at Runtime ie. as with most ARPGs will there be things like socketing in items, affixes/prefixes/suffixes, salvaging, upgrading, that sort of a thing?
I have just started to design the feature for this, it will be automatically saved and loaded when a change happen, because this system is not dependent on unity but fully multithreaded its very fast. you can set inventory for each team member or shared between each player of your team. currencies will be defined in an other db, but you can define "currency bundle" as inventory item that when added update your currency, like a drop of 80 gold coins.
for the crafting and salvaging no idea yet.
for runtime customization & upgrading , can you explain what how it would works?
socketing will be possible, simply by adding an equipment slot on an item and only allow an item type that you create for that specific purpose.
- With Stats and Abilities, will it have buffs and debuffs and over-time effects?
yes this is already working nicely
- Classes - multi-classes?
you cannot have more than one class at time on a character loaded, but i have implemented class upgrade, you can set class requirement on each class to upgrade.
- Race and SubRace and that sort of thing?
no sub-race but that would be easy to add an extra meta field and associated bonus
yes stats, abilities and attributes are each separated by a section, you can set attribute and vital base value per race then your player or npc class can have an extra bonus, stats are calculated by a formula defined by the user.
skills can have ranks, each rank can provide bonus and access to new abilities, this is basically your lock-picking or blade weapon skill.
abilities can be triggered ( active) or passive. they are defined for players, npc have the abilities directly built into their section.
each of these are ordered in specific section and because i just finished a refactor that only use keys to reference stats, attribute, skill etc.. you can change the order in their database and it will keep the reference and other parts of the editor.
- Your item and inventory system. Will it be saveable-loadable? Currencies? Crafting? Customizable items at Runtime ie. as with most ARPGs will there be things like socketing in items, affixes/prefixes/suffixes, salvaging, upgrading, that sort of a thing?
I have just started to design the feature for this, it will be automatically saved and loaded when a change happen, because this system is not dependent on unity but fully multithreaded its very fast. you can set inventory for each team member or shared between each player of your team. currencies will be defined in an other db, but you can define "currency bundle" as inventory item that when added update your currency, like a drop of 80 gold coins.
for the crafting and salvaging no idea yet.
for runtime customization & upgrading , can you explain what how it would works?
socketing will be possible, simply by adding an equipment slot on an item and only allow an item type that you create for that specific purpose.
- With Stats and Abilities, will it have buffs and debuffs and over-time effects?
yes this is already working nicely
- Classes - multi-classes?
you cannot have more than one class at time on a character loaded, but i have implemented class upgrade, you can set class requirement on each class to upgrade.
- Race and SubRace and that sort of thing?
no sub-race but that would be easy to add an extra meta field and associated bonus