Unity RPG Question

Hi Ben,

As a previous game designer/scriptor I’ve recently begun to refollow my passion in the gaming world, and your courses have been a big help in my attempts of learning to do it on my own. Though at times you’re a bit quicker than I’d like you explain most things in a manner that I can follow or at the very least I pick up with a bit of practice. I picked up the RPG course in hopes that as you say, we can get a somewhat working demo going by the end of the course, and for the most part I’ve been creating my own thing as we go along. I’m through section 2 already in just a few weeks and am fairly happy with the results so far. Having said that I do have a few quick questions that I hope you can maybe address somewhere as I haven’t seen them. More of an I hope you’re going to cover this at some point, especially since I’m trying my best to make the game my own:

  1. Story/Dialgoue: I remember your game slider essentially took more of an action route, but for my game I’ve definitely wanted to go with more of a story with choices, and an auto attack / turn base where stats matter. I want the stats to also matter when it comes to dialogue and reactions from npcs and enemies can be based on if you’re strong or weak, or if you’re considered attractive or ugly. I may be able to figure out the auto attack and turn base eventually, but truthfully any attempts at having story and dialogue choices that affect lets say if an NPC will attack you or not is something I would definitely like to see covered. This is important for what I consider a moment and choices in my ‘game demo’ so will this be covered at some point?

  2. Inventory/Key Items: You’ve mentioned it, but wasn’t sure if you were going to cover it. It seems important that a game will let you pick up new gear, as I tend to believe alot of good RPGS will always offer strong weapons and rewards as you go. How to equip better weapons, maybe armor and boots as well, or tying in to the Dialogue above, if a character picks up a particular quest item I’d want the npcs speaking to know, (expanple an extra dialogue response appears because you’ve saved his cat and are holding it in inventory) or a secret door will open as a result of you finding the key, or a crowbar in a chest somewhere and so on.

  3. Saving games/chocies: If I continue to make different areas and progress and I want choices to matter, I need a bit of understanding on how to maybe make save games and load game options. Yes its a demo ideally but well if I’m passionate enough and keep going I’d like to have an idea of how that works. As I imagine I’d be going from different scenes to others I’d need to know how to flag things somewhere as well (You defeated Tom in area 3? I didn’t like him, here’s a reward)

Those I feel are the big things I’d like covered to some degree as I feel they’re required for the demo I want to make my own. :slight_smile:

Also slightly curious about:

  1. NPC Companions: I know we have mini companions, but being able to interact with them more and not just have a simple attack heal is something I’d want to get to at some point (Even having thier own equipment and so on)

  2. Area transitions: I feel like you’re only going to have the one level demo and thats it, but as I’d like to keep expanding when I can I’d love if down the road you can make suggestions for area transition type triggers and how to link them to other scenes.

  3. Re-adding game controller support? I swear I saw this mentioned at some point but as of yet have not run into it. (I think I can figure this one out but I truthfully want to get through the full course before I make changes as I’m worried I’ll break something before I get through the work and lectures. :slight_smile:

Hope its not a bother to message you but really wasn’t sure where to ask these things. Thanks again for the wonderful courses, and appreciate any responses you can give when you get the chance. Thanks!

Lastly: I have yet to get to the end of the coding in unity course, and the RPG course is still going, but I was curious if anywhere you actually cover how to get a game onto the Steam store or to get it out on IOS or Android? What is exactly is necessary if you’re an independent indie person working alone? Do you still have to create and register a company or how does that process work? If you have a course that covers that stuff could you point me in the right direction?

Regards,
~Mike Geist

Hi Mike, thanks for the message. I’ll use your helpful numbering…

  1. Dialogue will be covered in part 2 of the course.

  2. Sae with inventory

  3. Yet again, in Part 2

3b. Companions: No plans, but I think you’ll be able to work it out by the end of the course.

  1. Area transitions will be in part 2

  2. We plan to add basic controller support by the end of part 1.

I’ll tag @Rick_Davidson in this conversation as it’s helpful to see what you want. Also do you mind it I turn this into a public thread to help others?

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Thanks! I don’t mind at all if it’s made public, so feel free to go ahead or tell me how to change it. I appreciate thing’s a lot more now as when I was a designer, editors and things coded were already in place which made things easier. Or we’d simply ask the programmers for what we needed. So it’s nice to get a more in depth look at what they had to go through behind the scenes and I feel like to some degree you’re giving me a much better understanding. I think I’ve bitten off more than I can chew with what I envision I can do on my own, but well, it’s my own free time anyhow so what the heck.

I’m going to add one other question as I’m starting to notice I’ve wanted but I’m not sure if you’ll cover it since your style is intended to be more action like… but I’m going to ask anyhow.

  1. (Since 3b should have been 4 but I was tired): Is there any chance you’ll cover pausing in some form or other in order to do dialogue, or to ‘queue’ attack actions and combat for those of us who want a bit more turn based/tactics decision like feel?

Hi there, I’ve made the topic public for others to benefit from.

We won’t be covering turn-based in this particular course I’m afraid.

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