The most complete inventory system perfect for Survival / RPG / OpenWorld games. It includes: Inventory, Crafting, Equipment, Vendors, Attribute manager, Level and skill manager, Resource pack, Pickup system, UI, Excel spreadsheets, and more!

最完整的库存系统完美的生存/RPG/开放世界游戏。 它包括:库存,工艺,设备,供应商,属性管理器,级别和技能管理器,资源包,皮卡系统,UI,Excel电子表格等等!

Features:

  • Inventory system
  • Crafting System
  • Equipment System
  • Vendor System
  • Attribute Manager
  • Level and skill Manager
  • Basic Combat System as an example for the attribute display
  • Resource Pack
  • Pickup System
  • UI including theme changer
  • Excel import logic

Number of Blueprints: 79

Number of Meshes: 319

Number of Materials: 151

Number of Textures: 876

Network Replicated: Yes

Important/Additional Notes: This system is very extensive and there may be hard to comprehend for beginners.

Supported Platforms:

Windows. It is assumed that it works fine on all platforms.

Support, community & Documentation📁:

Initial Support like bug encounters and online documentations are available after verification[Please note that docs are optional and web-based]. Easiest way is to access is Discord, but ofcourse also possible via mail.

The discord is a meeting place with forums setup per asset where other game developers with the same asset can discuss the use and also help each-other out including me (Eric) the developer.

All my blueprints are always heavily commented. Not only the what happens, but I try to explain why it happens.

The documentation of this asset also includes excel downloads.

特征:

  • 存货系统
  • 工艺系统
  • 设备系统
  • 供应商系统
  • 属性管理器
  • 水平和技能经理
  • 基本战斗系统作为属性显示的例子
  • 资源包
  • 取货系统
  • UI包括主题变换器
  • Excel导入逻辑

蓝图数目:79

目数:319

材料数量:151

纹理数量:876

网络复制:是

重要/附加说明:这个系统非常广泛,对于初学者来说可能很难理解。

支持的平台:

窗户。 假设它在所有平台上都能正常工作。

支持、社区和文档📁:

在验证后,可以获得初始支持,如错误遭遇和在线文档[请注意,文档是可选的,基于web]. 最简单的方法是访问是不和谐,但也可以通过 邮件.

不和谐 是一个会议场所,每个资产设置论坛,其他游戏开发者可以讨论使用相同的资产,并帮助对方,包括我(埃里克)开发者。

我所有的蓝图总是被大量评论。 不仅发生了什么,但我试图解释为什么会发生。

此资产的文档还包括excel下载。










Discord 💬 Join the Hyper Game-dev Discord

Demo 📁 Try it out!

Video ▶ To view the product (Update, now including hotbar!)

Made by 🎮 Eric from Hyper!

Modular 🧩 Check out other compatible assets

V1 & V2

Please note the “V1” and “V2” labels on my assets. The v1 versions are my original versions and are based on UE4. If you are using UE5, I would always advise you to use the V2 version (if available). The V2 versions are significantly changed architecturally and visually and are different products, however with the same goal. All original products will stay as is and if needed I supply bug fixes for them.

Ultimate Inventory System – From beginning to end

Including:

  • Inventory system
  • Crafting System
  • Equipment System
  • Vendor System
  • Attribute Manager
  • Level and skill Manager
  • Hotbar
  • Basic Combat System as an example for the attribute display
  • Resource Pack
  • Pickup System
  • UI including theme changer
  • Excel import logic

Inventory Controls:

  • Split
  • Transfer
  • Custom Amount
  • Transfer All
  • Swap Stacks
  • Combine Stacks
  • Default action
  • Drop

Inventory Options:

Decay

  • Each item has the option to decay in an inventory.
  • Decay multiplier can be changed so we can simulate a refrigerator, freezer or hot environments
  • If an item is fully decayed, it can be destroyed, chosen to be not useable anymore, required repair or even spawn a new item (e.g. spoiled meat)

Slot system

  • You can choose to use the limit of the inventory on weight or amount of slots
  • Dynamic slot creation
  • Weight based
  • Slot based

Initial inventory

  • It is possible to assign starting items
  • The amount of inventory slots can be tweaked per inventory

Vendor

  • The AC_Inventory component can be switched to an vendor by clicking ”Is vendor”
  • The vendor is based on a tradelist which can use categories to spawn items.
  • You can tweak the sell and buy price multipliers for the vendor
  • The vendors do have: “Not interested” categories.
  • Vendor has amount of coins and cannot buy if it is not sufficient.

Lootchest

  • The AC_Inventory component can be switched to a lootchest. “Is lootchest”
  • The loot is based on a lootlist. For now I’ve setup low, medium and high quality lootchests
  • The loot can be determined per chance, per category and even per item!

Restocking

  • The Vendor and lootchest have a restock and reset ability. The timer will trigger after interaction.
  • Each item restocked can be set:
  • A chance to spawn
  • If spawning, what is the min and max amount that should be spawned.
  • If restocking, don’t exceed this number of items.

Crafting

  • The inventory component can be used for crafting abilities.
  • The player also has crafting abilities without a workstation. Open your personal inventory to see the crafting options of the player (Tab or I).
  • Crafting is recipe based. So the player needs to know the recipe to be able to see and craft the item.
  • Recipes are category based. E.g. Fish can only be cooked at a fireplace/campfire.
  • The crafting station can have the option to have an On/Off requirement.
  • It can also require fuel to be consumed. The accepted fuel can be set as an priority and manually be defined.
  • Fuel can anything like: Sticks, logs, coal or whatever you like to define.
  • Crafting queues can be cancelled per stack or for all.

Data table & Import logic

Nearly everything is driver from a datatable (inventory/crafting/equipment/etc.) I want it to be easy for you to to fill in your data table. I know it can be hard, especially if you have many items! Preferably you will want to use Excel if you have many items to be included. I’ve worked a lot to make that possible! I’ve created a clear an categorized Excel, you can simply only fill in the values that you requires. If you don’t need specific attributes, you can simply hide them! The excel and documentation on how to import/export can be obtained after verification.

Attribute manager

Many attributes have been defined and implemented for you.

They are defined in 6 main categories:

  • Non-Persistent_Character_Attributes
  • Persistent_Primary_Character_Attributes
  • Persistent_Character_Survival_Attributes
  • Persistant_Generic_Combat_Attributes
  • Persistant_Ranged_Combat_Attributes
  • Persistant_Level_Attributes

The attribute manager keeps track of attribute states:

  • Base value
  • Added value

Both of these values can be changes temporarily or persistent.

Implemented non persistent attributes:

  • Health
  • Energy
  • Food
  • Hydration
  • Magica
  • Fatigue
  • Weight

It also includes active effects and state effects which are driven from a datatable. e.g. On fire, Cold, Drunk, Poisoned, Sick, Bleeding

Temporarily effects:

The attribute manager is able to assign attributes with a timer. This is perfect for RPG style potions or cool things like waterbreathing potions.

Level & Skill Manager

Define which skills there are.

Keep track of key statistics:

  • Current level
  • Current XP
  • Current maximum XP in level
  • Total accumulative XP
  • Progress percentage
  • Awarded Skill Points
  • Maximum achievable level
  • Has it reached the maximum level
  • XP Growth factor

Add XP to a specific skill from wherever you want

Determine how much xp is required for the next level 

(based on an algorithm so it is expanding gradually, but not too much.)

You can change this easily by tweaking the level growth factor. 

You can do this for ALL skills or per specific skill.

It includes UI functionality for XP gains

Combat System

Basic Combat System as an example for the attribute display:

  • Melee
  • Bow and Arrow
  • Hit Text
  • Data driven attributes

Weapon types

  • One handed
  • Two Handed
  • Spear
  • Hatchet
  • Pickaxe
  • Dagger
  • Bow and Arrow

UI Theme Changer

With the use of the BFL_UI_Theme you are able to easily change your UI

  • Fonts
  • Outlines
  • Background colors
  • Stroke Colors
  • Progress bar Colors
  •  Crafting states colours
  • Categorized in Header, Secondary Header, and Base text

Resource Pack

This pack includes hundreds and hundreds of amazing assets!

The assets are made so you can easily populate your game in no time with quality assets.

The assets are ranging from nearly every category you can think of.

I’ve created nearly all the assets myself. 

However, to speed up the process I’ve also used some amazing assets from the public domain (cc0). 

Sources are:

  • opengameart.org
  • blendswap.com 
  • 3dmodelscc0.com
  • ambientcg.com
  • Some content from Epic Games examples (e.g. log is extracted from a tree in the open kite demo)

Quality first:

The best and nothing less. Our core principles keep our assets the top of what’s available.

Where possible:

– Complete and flexible, we include most common use-cases in our products.

– Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.

– Flawless integrations.

– Blueprint only, so we keep it accessible for you and your complete team.

– Extensive documentation, in code and in docs. Not only what happens by also why. We want you be able to learn.

– Production-ready.

不和谐 💬加入超级游戏-发展不和

示范 试试吧!

短片 ▶查看产品(更新, 现在包括hotbar!)

制造的 🎮埃里克从Hyper!

模块化设计 🧩查看其他兼容资产

V1和V2

请注意我的资产上的”V1″和”V2″标签。 V1版本是我的原始版本,基于UE4。 如果您使用的是UE5,我总是建议您使用V2版本(如果可用)。 V2版本在架构和视觉上发生了重大变化,并且是不同的产品,但目标相同。 所有原始产品将保持原样,如果需要,我为他们提供错误修复。

终极库存系统-自始至终

包括:

  • 存货系统
  • 工艺系统
  • 设备系统
  • 供应商系统
  • 属性管理器
  • 水平和技能经理
  • 热巴
  • 基本战斗系统作为属性显示的例子
  • 资源包
  • 取货系统
  • UI包括主题变换器
  • Excel导入逻辑

存货控制:

  • 分裂,分裂
  • 转让;转让
  • 海关金额
  • 全部转移
  • 交换堆栈
  • 组合堆栈
  • 默认操作
  • 下降,下降

存货选择:

衰变

  • 每个项目都可以选择在库存中衰减.
  • 衰减乘数可以改变,这样我们就可以模拟冰箱、冰柜或炎热的环境
  • 如果一个物品完全腐烂,它可以被销毁,选择不再可用,需要修理,甚至产生一个新的物品(例如变质的肉)

插槽系统

  • 您可以选择使用库存的重量或插槽数量的限制
  • 动态插槽创建
  • 以重量为基础
  • 基于插槽

初步存货清单

  • 可以分配起始项
  • 库存插槽的数量可以调整每个库存

供应商

  • 可以通过单击”is vendor”将AC_Inventory组件切换到供应商
  • 供应商基于可以使用类别生成项目的贸易列表。
  • 您可以为供应商调整卖出和买入价格乘数
  • 供应商确实有:”不感兴趣”类别。
  • 供应商有大量的硬币,如果不够,就不能购买.

N.洗头,洗头

  • AC_Inventory组件可以切换为lootchest。 “是最可爱的”
  • 战利品是基于一个lootlist。 现在我已经设置了低,中,高品质的洗护套
  • 战利品可以确定每个机会,每个类别,甚至每个项目!

补货/补货

  • 供应商和lootchest具有补货和重置能力。 计时器将在交互后触发。
  • 每个项目补货可以设置:
  • 产卵的机会
  • 如果产卵,应该产卵的最小和最大金额是多少。
  • 如果重新进货,不要超过这个数量的项目。

手工制作

  • 库存组件可用于制作能力。
  • 玩家也有各具特色的能力,没有工作站。 打开您的个人库存,看看玩家的各具特色的选项(选项卡或我)。
  • 手工制作是基于配方的。 所以玩家需要知道配方,以便能够看到和制作物品。
  • 食谱是基于类别的. 鱼只能在壁炉/篝火旁烹制。
  • 制作站可以选择有一个开/关要求。
  • 它也可能需要消耗燃料。 可将接受的燃料设置为优先级并手动定义。
  • 燃料可以像:棒,原木,煤或任何你喜欢定义的东西。
  • 每个堆栈或所有堆栈都可以取消各制作队列。

数据表&导入逻辑

几乎所有的东西都是从数据表(库存/手工艺/设备/等)驱动的。)我希望你很容易填写你的数据表。 我知道这很难,特别是如果你有很多东西! 最好你会想要使用Excel,如果你有很多要包括的项目。 为了让这一切成为可能,我做了很多工作! 我已经创建了一个明确的分类Excel,您可以简单地只填写所需的值。 如果你不需要特定的属性,你可以简单地隐藏它们! 有关如何导入/导出的excel和文档可以在验证后获得。

属性管理器

已经为您定义和实现了许多属性。

它们被定义在6个主要类别:

  • 非持久性_character_attributes
  • 持久性_primary_character_attributes
  • Persistent_Character_Survival_Attributes
  • 持久性_generic_combat_attributes
  • 持久性_ranged_combat_attributes
  • 持久性_level_attributes

属性管理器跟踪属性状态:

  • 基本价值
  • 增加值

这两个值都可以是临时更改或持久更改。

实现的非持久属性:

  • 健康
  • 能源
  • 係食物呀!
  • 水合作用
  • 马吉卡
  • 疲劳
  • 重量

它还包括从datatable驱动的主动效果和状态效果。 例如:着火、感冒、醉酒、中毒、生病、流血

暂时影响:

属性管理器能够使用计时器分配属性。 这是完美的RPG风格的药水或很酷的东西,如waterbreathing药水。

水平及技能经理

定义有哪些技能。

跟踪关键统计数据:

  • 当前水平
  • 当前XP
  • 当前最大XP级别
  • 累计XP总数
  • 进度百分比
  • 获得技能点
  • 最大可达到水平
  • 是否达到了最高水平
  • XP生长因子

从任何你想要的地方将XP添加到特定技能中

确定下一级需要多少xp 

(基于一个算法,所以它正在逐步扩展,但不是太多。)

您可以通过调整水平增长因子轻松改变这一点。 

您可以为所有技能或每个特定技能执行此操作。

它包括XP增益的UI功能

战斗系统

基本战斗系统作为属性显示的例子:

  • 近战,近战
  • 弓箭
  • 点击文本
  • 数据驱动属性

武器类型

  • 一只手
  • 两只手
  • 矛拢潞
  • 斧头,斧头
  • 鹤嘴锄
  • 匕首,匕首
  • 弓箭

UI主题更换器

通过使用BFL_UI_Theme,您可以轻松更改UI

  • 字体
  • 大纲
  • 背景颜色
  • 笔画颜色
  • 进度条颜色
  •  各具特色的国家颜色
  • 按标题、辅助标题和基本文本分类

资源包

这个包包括数百个惊人的资产!

资产的制作,因此您可以轻松地填充您的游戏在任何时间与质量资产。

这些资产几乎涵盖了你能想到的每一个类别。

几乎所有的资产都是我自己创造的。 

然而,为了加快这个过程,我还使用了一些来自公共领域(cc0)的惊人资产。 

资料来源是:

  • opengameart.org
  • blendswap.com 
  • 3dmodelscc0.com
  • ambientcg.com
  • Epic Games示例中的一些内容(例如,日志是从open kite演示中的树中提取的)

质量第一:

最好的,不外乎。 我们的核心原则使我们的资产保持在可用的顶部。

在可能的情况下:

-完整而灵活,我们在产品中包含了最常见的用例。

-数据驱动的方法,所以适应是容易的。 我们提供电子表格进行大规模编辑.

-完美的整合。

-仅限蓝图,因此我们可以为您和您的完整团队提供访问权限。

-广泛的文档,在代码和文档。 不仅发生了什么,也是为什么。 我们希望你能够学习。

-生产-准备就绪。

声明:本站所有资源都是由站长从网络上收集而来,如若本站内容侵犯了原著者的合法权益,可联系站长删除。