It's pretty straightforward to add your own prefabs and splat maps to it. If you haven't looked at it yet, check out their tutorials and demos ( ). Were you planning this for mobile? If not, check out Unity's built in Terrain editor - it can handle most of the basic map editing stuff real nice like, but it's a wee clunky for stuff like tablets. You could then take these and repaint the textures too to get even more variation. 3D Soul Awesome's work might work for you, based on a quick look at your project. Otherwise, you might want to take a gander at the Asset Store and see what kind of premade character packs are available that fit with your theme and story. He'd just have to build the base models with that in mind and not make them all unique. If you build the models in separate parts you can even apply different materials to each part, to do stuff like changing out the clothing while keeping the head the same (you'll just take a couple of draw call hits). If you have an artist on board already (or you're artistically inclined yourself), you can easily create tons of different NPCs by having them create a small selection of models and rigs, and then just swapping out texture parts and the occasional little accessory item back in Unity. When you say 'generator', do you mean some kind of script assembly that's going to randomize and generate some prefabs for you based off of asset parts you already have, or do you mean you just need a big old pile of modular NPC pieces and preferably something to also put them together for you? And if you have any questions about the game, please feel free to ask. Second editor would be some kind of map editor like in RPG Maker but again in 3D.īut first I'll make a small prototype about different features that are planned (like "combat" system, and skill/ability-system, and "questing"-system) those systems have " ", because they're the ones that are bit different, you'll maybe understand If you play the demo.įor now I'm looking just tips, ideas and suggestions. If you've used RPG Maker VX Ace, that kind of generator that is built-in, but with 3D models. Like I need a character generator that would create NPCs for the game (I need MANY of them, already in demo/first episode of the game would need about 17 different characters + a chicken :D) The reason I'm transforming it to Unity is mostly because I wanted access good cinematic experience, like all the camerawork (close ups for emotional moments, more visual cutscenes and so on.)Īnd I chose to try out the ORK because I would've needed an editor within editor anyway, especially for the rpg-system and battle-modes.Įven now there's two more editors I would surely need in the future so that the actual game making would be easier and faster and I could focus more on the actual content. The game is very big in storywise, and it has many familiar jrpg features, but some completely own aspects. (and if the project gets bigger I'll find funding for it so everyone working with the project would get paid) Even though you create new thread from Autoload script, your game will just stop and wait for your thread to finish its task.I'm transforming a game project that I started with RPG Maker to Unity, and I just generally asking tips and ideas how to do it well.Īnd if someone gets interested (and has time) to help me out with the project, I'd be more than happy to get help. Therefore everything is synchronous in autoload. It is not a separated thread that manage data. For example, Autoload (Fake singleton) where you want to manage data in real time. However If you try that in Godot, you cannot multi-threading where you want to implement asynchronous system. You may mention about multi-threading because asynchronous programming is one way of multi-threading. Which is very efficient for performance of your game. If i give you very simple example for why GDScript is immature, GDScript does not support asynchronous programming. Because C# is popular in other game engine and it contains all the new features that is available from new programming language. You can just feel that by the godot team is solving that matter by supporting mono version. It does have some good features but it is not good enough for what you need if you want to deep dive into game development. Which means it cannot have all the power and new features that is available in Python or other programming language. GDScript is quite immature language GDScript is copy of python and the real problem is, it is not python.
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