May 1, 2017 | 2 comments
ARPG
An action role-playing game prototype I've started working on.
I will update this project with new playable builds when I have something to show. You can follow my progress in my WIP thread on the Unity forums, here:
https://forum.unity3d.com/threads/arpg.441292
View videos of the game here:
https://www.youtube.com/playlist?list=PLYA3xRBj8lQIspciJj3RNTpuVCG-t341c
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0.2.1 - May 1, 2017
- Added experience and leveling. Killing zombies now give experience. There are currently 13 levels and each level rewards you with 10 health and 10 mana and 5 attribute points that you can spend freely on upgrading your attributes.
- When you level up you explode pushing enemies away and damaging them.
- Fixed a bug with saving/loading of health and mana, and saving now saves your experience, level, base attribute values and available attribute points as well.
- Added a damage overlay effect.
- Reworked the HUD quite a bit. Added an experience slider and 4 buttons to access the character sheet, inventory, settings menu and reset the camera.
- Moved the audio listener from the camera to the player. This ensures more consistent audio levels. Most ARPG's seem to have it this way, but most ARPG's don't allow free camera movement so I'm not decided how I want it yet. I may just restrict camera movement myself.
- Fixed small bug with the highlighting.
- Fixed bug with tooltips.
- Implemented a procedurally generated dungeon. It's accessible via a set of stairs right next to the town.
- You can now save your character and continue later. All character stats and carried items are saved when you exit the game.
- Added a start menu where you can choose to start a new character or continue with your saved one.
- The item tooltips are now a lot nicer thanks to TextMesh Pro. Replaced all UI text with it as well.
- Added atmospheric fog to the town and the dungeon.
- Added separate footstep sounds when you're in the dungeon. Later I will make these based on the current material/texture you're standing on.
- Done some work to the camera setup to match popular games like Diablo 3, Path of Exile and Heroes of the Storm, i.e. similar games I have installed at the moment.
- Added a temporary debug HUD for the camera so you can see the current camera rotation, tilt and distance. Pressing R resets the camera.
- Holding the ALT-button shows the full item tooltip for world items.
- Removed the temporary setting for changing day night cycle speed from the settings menu. Currently it's 10 minutes in a full day and time runs even when you're in the dungeon so you can enter during the day and leave at night. Will add a clock of some sort later on. Time of day is going to matter for quests etc.
- Removed the zombies and chests from the town, for the time being this is a safe zone.
- Done some major refactoring all over to make the game work with multiple scenes, this also brings me closer to potentially adding multiplayer to the game as well.
- Changed the outline effect back to what I had before because of performance issues with the new one. Will investigate further at a later date.
- Done some major optimizations to the game.
- Changed the outline effect to the one made by cakeslice. I evaluated this effect originally, but it's recently received some great updates. I love it now.
- The particle effects look a lot more consistent in various lighting conditions now. I changed them to use the vertexlit shader.
- Added a particle effect to magic items on the ground. This is just a rough start. It will be refined.
- Added weapon swing trails. Again just a rough start which will be refined.
- You can now hold ALT to highlight all interactable objects in the game.
- The ESC-key is now context sensitive and multipurpose doing everything you expect from it.
- You can now press F1 - F4 to set the time of day. Just for testing purposes.
- Added descriptions to potions.
- Made the mana potion restore mana because apparently it wasn't doing that before.
- Added a health bar for the currently selected enemy in the same style as the big names in the genre.
- Refactored weapon sounds. The weapon swing and hit sounds are now tied to the weapon types and the 3 currently implemented weapon types have unique sounds.
- Added a quit button to the menu.
- Added a slider for controlling UI scale to the menu.
- Implemented defense as a stat. Only shields give defense at this moment and currently defense is a straight percentage damage reduction.
- Added a vendor which you can trade with.
- You can now buy, sell, equip, unequip and use items by right clicking and it's all context sensitive.
- Added respawn points.
- Zombies can now kill you.
- If killed you respawn on the respawn point you last stepped on.
- You can now drink health potions to regain health. Right click on them in the inventory or add them to your toolbar and drink them using the corresponding hotkeys (1-4).
- You can now punch zombies with authority.
- Added amulets and rings.
- Your strength now affects the damage you deal. You get 1% extra damage per point of strength.
- Dexterity now affects your attack speed. You get 1% attack speed per point of dexterity.
- Vitality now affects your health. You get 2 points of health per point of vitality
- Intelligence now affects your mana. You get 2 points of mana per point of intelligence. Mana currently serves no purpose, but I'm sure it soon will.
- Items can now spawn with modifiers that modify your attributes and stats. I'm currently working on defense so it's not working for the time being.
- Polished the player movement. No more endless spinning and you're now more responsive when moving around.
- Made an audio manager and passed all the sounds through it to ensure a consistent audio setup.
- You now start with a white basic shield and sword. I also add 16 random items to your inventory just for early testing.
- Added weapon range as a stat. The 3 currently implemented weapon types have vastly different range, speed and damage.
- Made major tweaks to weapon timings, animation speeds etc. A weapon swing is now fast up until the point in the animation where damage is dealt and then slow on the back swing. This makes slower weapons feel more snappy. I've also rewritten and tested the weapon swing code a billion times with a stop watch to ensure 1 attack per second actually is 1 attack per second. There are a lot of wonky delays when working with Coroutines and Mecanim.
- Zombie movement is tweaked a bit.
- Added quite a few particle effects and sound effects to polish things up a bit.
- Added collision geometry to every object in the world.
- Optimized the temporary terrain by about 100%.
- The zombie spawners now spawn a chest and when you open the chest and kill all the zombies the spawner resets after 60 seconds allowing you to grind indefinitely if you so choose..
- Made a lot of progress towards making the combat feel like the best games of the genre (Diablo 2 & 3 / Path of Exile). You can now hold in shift and just swing freely and you will damage anything inside your weapon range and field of view, currently 90 degrees in front of you.
- You can now also move and attack using both the left and right mouse button and I've polished up the interactions between using the inventory, opening chests, picking up items, fighting and moving.
- The selection outline/highlight is really sexy now.
- Implemented different item base types with different affixes.
- Items now actually affect the character's stats when equipped.
- The damage you deal and your attack speed is now affected by the weapon you have equipped.
- Tooltips now always stay within the screen boundaries.
- Polished up the UI a bit.
- Added a close-button to the interface panels.
- Made it possible to drag the interface panels around.
- Added a settings menu with some quality of life game settings like brightness, audio, performance etc.
- Moved the equip slots to the inventory panel and made the character panel display character stats.
- The zombies now have a basic AI and you can kill them. They can't hurt you yet.
- Added some more animations to the zombies and they're now spawned from spawn zones that activate when you enter them.
- Implemented player and zombie health.
- Added life and mana meters, but they're not wired up yet.
- Added a cat which follows you around and you can pick it up, obviously.
- Replaced the color highlight on items with an outline. It works perfectly for the cat and the zombies, but it’s wonky for the items. Not sure how to fix it as I’m a shader noob.
- Initial release
Known issues:
- I forgot a test zombie in the town so it's no longer a safe zone.
Currently working on (version 0.3.0-ish):
- Add archer class.
- Add magic class.
- Add warrior class.
- 3 abilities and 1 ultimate each in the same style as popular MOBA's. I think I enjoy this approach more than the dozens of skills in popular ARPG's. But we'll see when I get this far. I have a rough idea of the game I want to create, but I have no clue whether it'll be fun or not.
- Add a talent tree similar to Heroes of the Storm. Probably only autogenerated passive talents in the beginning to limit my workload.
Planned:
- Multiplayer.
- More items, more enemies, etc. etc.
Libyrinth_Yosh
Do you have project with free asset to download ? I would glad to have of what you've been made. thank you :)
Luis Arandas
Hello my name is Luis and I'm currently working on my master grade in Sound Design and Interactive Music and I would love to make some tests using FMOD and Wwise in your project of unity to make some sonic environments!
Are you interested?
Best regards