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Oomph: Free Space Combat & Customization Kit

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Lane:
Project Files Download
Webplayer

//www.youtube.com/watch?v=ov0sYEV7WDE

r1.1 Requests
[*]Add button to instant build a ship
[*]Add respawning for the player
[*]Add ability to exit ship and walk around, then re-enter
[*]Add Crosshair[/list]


Release 1.0 Notes
[*]Instructions are in the Oomph Documentation.doc file.
[*]There are still some things I want and need to tweak, but this is more than enough to get a beginner going, or to introduce physics flight.
[*]Please comment if you have any concerns, ideas, trouble or errors with the kit.[/list]

dreamlarp:
Hay Lane,

First thank you for this amazing example.
I wanted to know if you have that design doc in word format? I love it in the kit to help follow and work with this kit but I would also like to read it in a doc if you have one.

I have some things planned to help me learn playmaker better.
This is a list of some of my ideas:

1. Save/Load via some type of database. (mysql.sql light ect.. Still looking into it all.)
2. Network photon multiplayer.
3. Money system
4. skill advance system (pilot with 4 skills, character sheet and advance in HP ect..)
5. Inventory
6. Skill minimum equipment
7. More ship components (shields, generators ect..)
8. Missions/quests

Let me know what you think. All this will take a long time but will be a great learning experience.

Lane:
Hey there,

You're welcome! I also learned a lot while making it and tried to mirror that in the kit as much as I could. =)

I don't have the design document in word format, I actually chose to keep it as an FSM because I liked to nature of linking workflow together and keeping track of things schematically but also its right there in Unity. I used an excel sheet for keeping track of lore type things, like weapon ideas, weight balancing and keeping track of naming hardpoints, whats mounted there and such but I don't think its really pertinent to the kit. The only other thing that may have been helpful in it was a list of rules I made to help be keep prefabs consistent, such as which hardpoints were on which part type so that the Shop system could consistently find things, but those rules will fluctuate if you decided to modify the system to suit your needs.

Do you think more is needed to explain some particular aspects of the systems or is whats provided pretty sufficient?

That's a great list of things to work on! Some of them will be easy, others are bigger undertakings like Multiplayer and an Advanced Inventory. You'll learn a lot adding those things and the smaller systems like Money, Skills and Missions will be a great place to start if you're just starting with Playmaker. I tried to keep the main variables exposed internally to change, so you can see from the weight calc and ammo calc in the shop how to quickly implement a system that does the same for analyzing character data and loading multipliers into base stats for health and things. I considered doing a Perk system, but wanted to put the kit out for feedback before getting too far ahead of myself.

dreamlarp:

--- Quote from: Lane on November 02, 2013, 07:31:21 PM ---Hey there,

You're welcome! I also learned a lot while making it and tried to mirror that in the kit as much as I could. =)

I don't have the design document in word format, I actually chose to keep it as an FSM because I liked to nature of linking workflow together and keeping track of things schematically but also its right there in Unity. I used an excel sheet for keeping track of lore type things, like weapon ideas, weight balancing and keeping track of naming hardpoints, whats mounted there and such but I don't think its really pertinent to the kit. The only other thing that may have been helpful in it was a list of rules I made to help be keep prefabs consistent, such as which hardpoints were on which part type so that the Shop system could consistently find things, but those rules will fluctuate if you decided to modify the system to suit your needs.

Do you think more is needed to explain some particular aspects of the systems or is whats provided pretty sufficient?

That's a great list of things to work on! Some of them will be easy, others are bigger undertakings like Multiplayer and an Advanced Inventory. You'll learn a lot adding those things and the smaller systems like Money, Skills and Missions will be a great place to start if you're just starting with Playmaker. I tried to keep the main variables exposed internally to change, so you can see from the weight calc and ammo calc in the shop how to quickly implement a system that does the same for analyzing character data and loading multipliers into base stats for health and things. I considered doing a Perk system, but wanted to put the kit out for feedback before getting too far ahead of myself.

--- End quote ---

Yes some of these will be easyer than others. The systems I am planning out the managers for now. Listing global variables ect.. A set of video walkthroughs would help a bunch. The docs could use more of a roadmap but that will be tons of writing and I think vids are better to follow.

But no matter what you have done a great job for this example. Digging into it alone is great for learning.
I had planned on using some of the assets in the unity store with this as a base engine.
These:
For the store and shop.
https://www.assetstore.unity3d.com/#/content/12253

For the ships.
https://www.assetstore.unity3d.com/#/content/7555

And for the scenes.
https://www.assetstore.unity3d.com/#/content/7095
This one has some nice scripts and more to come that playmaker can work with also.

Hmm I may just start with a single player version. Looking at save/loads I could use player prefab instead of database. What do you think?

Lane:
I'll look into doing some basic videos to explain things and how they work.

Those assets look pretty cool. I know for a fact that Space Unity has some amazing features you can use. The Sci-fi kit looks really stunning as well, with double sided prefabs its noteworthy that most of Michael O's kit is one sided (cheaper this way, but not as flexible), making it difficult to actually build working double sided ships and stations. Nice to see that art pack showing off some exterior views.

The ship construction kit looks cool too, if it's totally interchangeable and modular then thats really impressive, its a struggle to get the constraints defined so that you can build parts and make them not clash with each other.

Saving/Loading will be much easier than multiplayer integration, I think. Not that multiplayer isn't made easier by Jean's work with Photon, but singleplayer is a much simpler task. I haven't looked into PlayerPrefs but there are some threads around here related to Saving/Loading and it seems pretty painless.

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