RPG Database Manager: C# Application

The database manager is used to create Items, Weapon, Armor, Actor definitions. You can also define classes with customizable stat progression. Extended sections of the manager includes defining monster groups, Map listing, as well as defining default settings and initial party makeup.

Event flows can also be created and branched for decision making. The modular building allows you to create a building layout in layers and generate them in editor.

The RPG Engine Toolkit:

Houses the RPG Data Manage the main interface to the database. With this are smart objects for world creation, AI Mob, NPC AI, PC Hero, Character Generator / Randomizer with modular actor data, Battle and Roaming AI, Battle Logic, NPC Crowd Spawner,Monster spawner, Zones Triggers,Treasure Chest,Cut Scene Actors,Hover Board, and Spell Example, NPC Point of interest and many more.

Platforms Tested: Windows

Updates: Please work on a separate copy of the plugin as updates to the engine can overwrite your engine changes. So please copy the plugin to your local project to keep your engine edits. 

As always if you are stuck hit me up on my facebook page or via email. Comments on the store do not notify me (They sometimes do now). I’m always online so let me know. Happy developing!

Support and updates:

As I find better and innovative ways to improve the system I will release more updates to this system.

The system is near complete with all the features I’ve wanted to include as an example. The last few things will be added and implemented as I enter in the final phase of my tech demo for my own game.

RPG数据库管理器:C#应用程序

数据库管理器用于创建物品,武器,盔甲,演员定义。 您还可以定义具有可自定义统计进度的类。 管理器的扩展部分包括定义怪物组,地图列表,以及定义默认设置和初始派对构成。

还可以创建和分支事件流以进行决策。 模块化建筑允许您在图层中创建建筑布局并在编辑器中生成它们。

RPG引擎工具包:

房屋RPG数据管理主界面到数据库. 这是世界创造的智能对象,AI Mob,NPC AI,PC Hero,具有模块化演员数据的角色生成器/随机化器,战斗和漫游AI,战斗逻辑,NPC人群产卵器,怪物产卵器,区域触发器,宝箱,切

测试平台:Windows

更新:请在插件的单独副本上工作,因为引擎的更新可能会复盖您的引擎更改。 因此,请将插件复制到您的本地项目,以保持您的引擎编辑。 

和往常一样,如果你被困在我的facebook页面或通过电子邮件打我。 对商店的评论不通知我(他们现在有时会这样做)。 我总是在线,所以告诉我。 快乐发展!

支持和更新:

随着我找到更好和创新的方法来改进系统,我将发布更多的更新这个系统。

该系统几乎完成了我想包括的所有功能作为一个例子。 最后几件事情将被添加和实现,因为我进入我的技术演示的最后阶段为我自己的游戏。










Playable Demo – New Action RPG Demo HERE– Updated 6/18/2023

NOTE: Demo will be redone once the toolkit is fully complete for a new optimized level with more Battle Class examples.

UE4 Side Documentation

Database Manager Documentation

RPG Engine Toolkit V4 Video Series <= Please look through this to see how the system operates.

Facebook Page for Updates and Implementation Help and Quick Responses HERE

Comes with the Auto Terrain Cover Toolkit contains V4 of the Auto Terrain Cover not yet released.

5.4/5.5 News 5.3 is submitted but I am learning Design Patterns and wish to redesign my whole toolkit using SOLID principles and the things I’ve learned. I will try to bring the complexity of the system down. I also want to keep the project in the Megs and Not the Gigs. I will keep everything streamed line. Until I get everything implemented and used in my own project I may not update this. I did not want to start a new project as I want all who invested in my project to have full access to the new design. So instead of de-listing this I have gone this route. Thank you for the support over the years as I seek my desire to create my own RPG.

This is a tool I have been working on since 2014, every thing I’ve learned about UE4, System Design, and Reverse engineering ideas from beloved RPGs are all concentrated with in this product. I am not an artist but I am a Engineering Lead for a few years at a job where my main position is redesigning systems. I’ve converted and redesigned systems from flash to Unreal Engine and Unity. There are a ton of things I’ve learned over the years about making modular systems. I’ve taken that knowledge to help me improve this system over the years.

5.1 Changes:

·        Removed the old battle circle. Too much overhead.

·        Calculated battle quadrants will be used instead with a Close/Mid/Ranged length.

·        Each character class can be configured for a Close/Mid/Ranged battle range for the class.

·        Rail Grinding states added.

·        Added UseRootMotion to the class definition for the AI that has root motion animations.

o  Root motion can be used for jumping as well it assumes that when jumping the player enters fly mode so ZMotion is added to the motion. I have tested Forward/Z motion for root motion jumps and this helps when setting up walking running and in place jump motion. Make sure root motion from everything is enabled for the jump blends to take effect.

·        Changed the USkeletalMeshComponents and Mesh Components that hold weapons to be dynamic to reduce actor overhead cost.

·        IFrame, Stagger Frames, Casting frames, Recover frames etc are now defined by animation state data. This allows the AI to look at an attacker or target and see what state they are currently in to help steer battle decisions will add more logic to this later to see how good it can work with difficulty level settings for certain AI Classes.

·        Moved Battle logic out of Button Mapping function to help eventually remap actions and reconfigure initial action buttons.

·        Updated how AI party follows you, I think my initial calculations followed pathing segment points incorrectly. For instance if I quickly rounded a small wall the AI tried to walk through the wall, now it will go around to catch up.

·        Changed how the enemy and AI Party/Enemies react when attacking. The AI should focus and backoff after finishing an attack string to allow room for other AI to enter and to allow room for recovery.

·        AI Dodging in was adjusted to not be as excessive. Dodge percentage is now configurable by class parameters.

·        Adjusted the targeting code to make sure the target its going for is prioritized. Target VS revenge targets. No enmity list as of yet.

·        Fixed issue where the enemy could not find the target and got stuck in states. Cause a little bit by the recover animation and stuck/struck code triggering.

·        Since Matinee was removed I need to make sure my cutscene workflow is redone and still works with the event system to include dialog during sequences and pausing / skipping still works.

o  Using The event Manager in Sequencer to fire event flow event back to the event system has been verified. In the store room right before the end of the demo room there is now a old dialog sequence that will play. It also has a Tree Split based on user input to skip to certain parts of the sequence playing as well as activating certain events based on event path.

·        You can now use Upper body animation and Full body animation by just marking the correct slot for the animation in the animation montage. Update the RPGAnim Blueprint with the proper logic to handle this.

·        The city test map was lost from corruption when I lost my operation drive. I will remake this later when I remove the Pantheon characters and replace this with characters of my own with better example animations. 

可玩演示 – 新动作RPG演示在这里-更新6/18/2023

注意:一旦工具包完全完成,将重做演示,以获得更多战斗类示例的新优化级别。

UE4端文档

数据库管理器文档

RPG引擎工具包V4视频系列 <=请通过这个看看系统是如何运作的。

更新和实施帮助和快速响应的Facebook页面 这里

自动地形复盖 工具包包含尚未发布的Auto Terrain封面的V4。

5.4/5.5新闻5.3已提交,但我正在学习设计模式,并希望使用SOLID原则和我学到的东西重新设计我的整个工具包。 我将尝试降低系统的复杂性。 我也想把这个项目保留在梅格斯而不是演出中。 我会保持一切流线。 直到我在我自己的项目中实现和使用所有东西,我可能不会更新这个。 我不想开始一个新的项目,因为我希望所有投资我的项目的人都能完全访问新的设计。 所以我没有把它除名,而是走了这条路。 感谢您多年来的支持,因为我寻求我的愿望,创造我自己的RPG。

这是我自2014年以来一直在研究的一个工具,我从心爱的Rpg游戏中学到的关于UE4、系统设计和逆向工程的想法都集中在这个产品中。 我不是一个艺术家,但我是一个工程领导几年的工作,我的主要职位是重新设计系统。 我已经将系统从flash转换并重新设计为虚幻引擎和Unity。 这些年来,我学到了很多关于模块化系统的知识。 这些年来,我利用这些知识来帮助我改进这个系统。

5.1更改:

*删除了旧的战斗圈。 开销太大了。

*计算的战斗象限将使用近/中/远程长度。

·每个角色类都可以配置为该类的近/中/远程战斗范围。

*钢轨磨削状态增加。

*将UseRootMotion添加到具有根运动动画的AI的类定义中。

O根运动也可以用于跳跃,它假设当跳跃时玩家进入飞行模式,所以ZMotion被添加到运动中。 我已经测试了根运动跳跃的正向/Z运动,这有助于设置步行跑步和到位跳跃运动。 确保所有内容的根运动都已启用,以使跳跃混合生效。

*将持有武器的USkeletalMeshComponents和Mesh组件更改为动态,以减少actor开销成本。

*IFrame,交错帧,铸造帧,恢复帧等现在由动画状态数据定义。 这使AI能够查看攻击者或目标,并查看他们当前处于何种状态,以帮助引导战斗决策将在稍后为其添加更多逻辑,以查看它在某些AI类的难度级别设置

*将战斗逻辑移出按钮映射功能,以帮助最终重新映射动作和重新配置初始动作按钮。

*更新了AI派对如何跟随你,我认为我的初始计算错误地遵循了路径段点。 例如,如果我快速绕过一堵小墙,AI试图穿过墙,现在它会四处追赶。

*改变了敌人和AI党/敌人在攻击时的反应。 AI应该在完成攻击字符串后集中并退避,以允许其他AI进入并允许恢复空间。

*AI闪避被调整为不那么过分。 闪避百分比现在可以通过类参数进行配置。

*调整目标代码,以确保目标的优先级。 目标VS复仇目标。 目前还没有敌意名单。

*修正了敌人找不到目标并陷入状态的问题。 引起一点点的恢复动画和卡住/击中代码触发。

·由于Matinee被删除,我需要确保我的过场动画工作流程被重做,并且仍然与事件系统一起工作,以便在序列期间包含对话框,暂停/跳过仍然有效。

o使用Sequencer中的事件管理器将事件流事件发回事件系统已验证。 在演示室结束前的储藏室里,现在有一个旧的对话序列将播放。 它还具有基于用户输入的树分割,以跳到播放序列的某些部分,以及基于事件路径激活某些事件。

·您现在可以通过在动画蒙太奇中标记动画的正确插槽来使用上半身动画和全身动画。 使用适当的逻辑更新RPGAnim蓝图以处理此问题。

*当我失去了我的操作驱动器时,城市测试地图因腐败而丢失。 稍后,当我删除万神殿角色并将其替换为我自己的角色时,我将重新制作这个更好的示例动画。 

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