I have experience with Unity3D & Synty’s packages. It is really good quality and I personally use it for environment and map objects. But for characters it’s not suitable, because you can’t configure skin color etc because it is one mesh/material
Another problem is a license. You can’t use it for open source. (any paid packages from asset store AFAIK)
I suggest you to start with Quaternius because it’s easer to configure, it contains basic animations.
And after all, you need to handle Skeleton Animations performance issue. Because for online RPG you can easily concentrate 15-20 characters in one place and for CPU it will be a problem.
@Alexander_Sosnovskiy of course you’re 100% right! I had not considered licensing… What a shame I will fallback to quaternius.
I will look into VAT animations, that is exactly what I was looking for, it was bugging me having 100’s of animation group loaded when only 3 were needed. thanks for the suggestion.
@sebavan haha, let’s see who wins, even if I cannot really use them
i messaged polyperfect about the license a while ago. unlike synty, they allow for usage in any scenario you could imagine, but said “you can use any way you like, as long as you keep assets safe” … which got me wondering: how can we keep assets safe and by safe i assume that means prevent from bulk download.
i was thinking: serving assets via gcp, with a limited time use key attached.
what do you all think? what’s the best way to fulfill this obligation to the asset provider? (happy to spin this off to a different thread also).
Obviously, very busy IRL at the moment so not too much time to work on this, but I still managed to get a first draft of the inventory working, so monsters can drop loot, and player can pick up. all picked up items will show in the inventory.
I’m also trying to work on the character editor in preparation to be able to equip items, but it’s not easy. Anyway, I’m slowly getting the hang of it, just need to focus a little more on it.
It’s been a while, life & work is taking all my time.
A few updates none the less:
Your inventory is now dynamic (but not saved to DB yet)
Your abilities are now dynamic and not hard coded (but not saved to DB yet)
Drop table updated to 5 different items (apple, pear, health potion, amulet, nothing), with the amulet being the hardest to get and the easiest being nothing
Added a Ability tab where you can learn and unlearn abilities (by default, you only have basic attack unlocked)
Added a global tooltip that can be easily used to display additional information (inventory/abilities), still has small issues of placement, to be improved.
You can open the inventory by pressing “I”
I’ve reduced the overall Colyseus state, by using the provided filter() function,
All players receive position, level, health, mana and few other params of every other player.
All extra parameters get sent only to the player it belongs to (like abilities and inventory, as no one else needs to know about that).
All this allows to easily update any player on the server and only the relevant client will receive the relevant update.
Sounds obvious, but required a fair amount of refactoring to achieve.
(fyi, before this change, every player would receive all data from all players)