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SurvivalEngine PRO | Inventory, Weapons, Crafting, Building & MORE!

Discussion in 'Works In Progress - Archive' started by Sykoo, Nov 2, 2015.

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How much should SurvivalEngine PRO cost?

Poll closed Mar 5, 2016.
  1. 20$

    7 vote(s)
    53.8%
  2. 40$

    4 vote(s)
    30.8%
  3. 50$

    1 vote(s)
    7.7%
  4. 100$

    1 vote(s)
    7.7%
  1. Sykoo

    Sykoo

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    Patch Notes: Version 1.2

    Game Side:
    • Weapon pickups have been implemented to the code, they work perfectly well just like the items in-game
    • 9 Weapon types have been added (Knife, Hammer, Axe, Spear, Pistol, SMG, Assault Rifle, Rifle and Shotgun)
    • Pick your weapon up and start shooting

    Editor Side:
    • Item and Weapon settings panel have correctly been added into one section, but seperated into two subsections (picture below)
    • Player settings have been successfully finalized and closed for release (all bugs fixed).
    • Inventory design has been edited and customized for final touches.

    Currently Working On:
    • Mag system for the weapons
    • Interaction with animal AI
    • Editor sided crafting initialization for developers
    • Sample models which will be given for FREE with SurvivalEngine PRO!

    Don't forget to check out my new website (still under construction)
    http://www.sykoos.com
     
  2. Sykoo

    Sykoo

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    We're getting closer to the release! :)
     
  3. Zedinex

    Zedinex

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    Yipeee any ETA yet :p?
     
  4. Sykoo

    Sykoo

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    I'm scared of promising dates I cannot hold myself to, but I'd say 3 weeks maximum. I plan on selecting a few people for some beta-testing :)
     
  5. Zedinex

    Zedinex

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    3 weeks if you can get it out by then that would be awesome! "I plan on selecting a few people for some beta-testing" me me me me << lol
     
  6. Sykoo

    Sykoo

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    Yep, I'd love that too :D
    You'll obviously be the #1 person in my BETA team ;) You've been active since I literally posted this first, and I can't find words to tell you how much I appreciate that.
     
  7. Zedinex

    Zedinex

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    Hehe thank you! I would love to help, also your work is incredible so i am more than happy to support you. :)
     
  8. Zedinex

    Zedinex

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    P.S your website looks great
     
  9. Sykoo

    Sykoo

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  10. Sykoo

    Sykoo

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    Any extreme price suggestions for final thoughts?
     
  11. Joeronimoe

    Joeronimoe

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    Well if it works as good as it looks like it will, I will pay 100.00. Of course uses of your earlier versions will want discounts for previous purchases they have made. However you can count on me to buy it whatever you charge when you release. Looking forward to seeing what I can accomplish with it, I assume you have left room for developers to customize their options, as well as making it very easy to jump right in.
     
  12. Rombie

    Rombie

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    This package has developed into quite the product. Will you be releasing on the asset store? Or only on your site?

    Keep up the great work.
     
  13. Sykoo

    Sykoo

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    Thank you for your suggestion :) I'm glad to know that you're interested of the project!
    I was planning on having the initial price at $50 USD and have 25% discount on users upgrading from either SurvivalEngine or SurvivalEngine 2. I'd appreciate if you (and obviously everyone who sees this post lets me know what you guys think about that price).

    SurvivalEngine PRO will come with fully documented PDF files including its features, how they can be used to maximum level and what can be extended. There will also be tutorials, and most importantly there will be fully documented API that anyone can use. To make it all easier, I'll have specific tutorials explaining and discussing around how to use the API easily, set it up for any script at all (including other asset scripts).
     
    Joeronimoe likes this.
  14. Sykoo

    Sykoo

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    Thank you very much for your kind words!
    I plan on selling at the Asset Store, Sellfy and my own site. All three options will have the same product, same updates and same price. The only difference will literally be the site you purchase it from. :)
     
  15. Brian-Ryer

    Brian-Ryer

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    $50 sounds like a good price, but like Joeronimoe said if this works as well as it looks and I can intergrate features from other assets with ease and not be locked down then I would pay $100.

    Also I never normally purchase pre-made kits due to the very locked out nature of them and the sheer frustrating process of intergrating other assets to give them a unique feel (just so they are not just copy and paste)
    but I have to tell you that you have my attention and my wallet ready for this, you are doing a great job and I hope sales go well for ya, because you have a sale right here.:)
     
    Joeronimoe likes this.
  16. Sykoo

    Sykoo

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    Thank you for letting me know that! :) I will think about what the price should be, and find a suitable price for everyone including indie developers, so that anyone who wants to purchase SEPRO will be able to with no worry about their budget.

    I think the same way you do, I usually find most of the assets very limited because if you want to edit something, or there simply is a bug - you need to wait for an update because there is no API nor any helpful tutorials on how to use the code for your own purposes and make it compatible with anything else. I do not want to limit my customers that way, I want everyone to enjoy the asset and even keep on developing it by themselves.

    I am super glad to hear the positive feedback from what you've seen so far, I really hope the best for this project and that is why I put everything I got to this. I'm so hyped for it. :)
     
  17. Joeronimoe

    Joeronimoe

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    Just don't forget a tutorial on Multiplayer modular build system, and that will put this over the top if it works well over the network on Instantiating the prefabs, 100 will be a fair price, as NO other Modular Build system so far on the store has done this for a cheap price, and you have built in inventory, weapon handling, damage controls, hunger system..

    AS long as it integrates with others systems, and custom code, so we are not limited to building the same game style as everyone who uses this system, (like Brian Ryer said above). I am looking forward to testing this system and seeing what can be done with it.
    Of Course, I am sure Brian will agree too, the lower the price the better, 100 out of the gate for a non-tested system, or expansive proof of concept tutorial video (probably your best option), not a lot of people will jump right on it at first until more users rate and comment on how great it is.
     
    Brian-Ryer likes this.
  18. Sykoo

    Sykoo

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    SurvivalEngine PRO is compatible with any asset as long as the user knows how to use the API, which is why I will be writing a high quality tutorial and full documentation of the API. I will also include a lot of sample tutorials for networking, scripting, custom scripting, making SEPRO work with another asset etc. so that everyone knows which variables can be used in certain spots and why.

    I want my customers and SEPRO users to feel free when using SEPRO and not be scared of how their game lacks unique customization desired by the developer due to the asset being poorly written. SEPRO will let its users literally change anything, from the slot textures in the inventory to their positions, including amount of slots and amount of slots each row. There will be a lot more customization options coming to SEPRO in general as I will constantly be updating the asset, which you guys will receive for free, no extra charges!

    The high customization options goes not only for the inventory, but for every feature. From player settings to the weapons and items, from crafting to modular building. Everything will be able to be changed via the developer's desire.

    I was thinking of setting a price tag of $100 USD but I think I will stick to $50 USD in order to let indie developers with lower budget to jump right in and start developing their game. Thank you for all your feedback and thoughts! :)
     
    Joeronimoe likes this.
  19. Joeronimoe

    Joeronimoe

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    Sounds outstanding. Almost enough for me to stop current development and wait for this package. Looking forward to it.
     
  20. Sykoo

    Sykoo

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    I really appreciate those words, thank you!
     
  21. Sykoo

    Sykoo

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    So I was very busy lately working on SEPRO and my customer's project.
    But now I finally got some time to let you guys know of some updates made :)

    Patch Notes: Version 1.1
    • Fixed a HUGE bug that was persistent, which would reset GameObjects attached such as camera local point for FPS/TPS, camera and player objects etc.
    • Fixed a HUGE bug that was persistent and is quite similar to the previous one, where weapons would be resetting themselves automatically when you shut down SEPRO window.
    • Fully implemented damage system for each weapon type, where the developer (you) can choose between two float values that will be used as minimum and maximum amount of damage (each time you damage something/someone, the damage will be randomized between the two values entered).
    • Added an option to tick in depending on if the weapon is pick able or not.
    • Added an option to enter mag object's name when creating a weapon, which will simply add a mag component to the objects found. As soon as the mag is picked up, it'll add up to total ammo on the weapon you specified it to work with.

    Now I am working on making weapons work correct and reloading them.
     
    Joeronimoe likes this.
  22. Zedinex

    Zedinex

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    Wow nice update man
     
  23. Sykoo

    Sykoo

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    Thank you! :)
     
  24. Sykoo

    Sykoo

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    And finally, weapons work perfectly well with the mag system I just created! :)
    Super easy to control by you, the developer, where you can set several ammo objects for a gun, where you can have extended mags and regular ones etc with desired amount of ammo each mag!
     
  25. Sykoo

    Sykoo

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    Patch Notes: Version 1.4

    Game Side:
    • Ammo pickups have been implemented and now works correctly
    • All the weapon types work perfectly well, depending on the type of weapon it is
    • Dropping items now works well
    • Implemented sBullet which a bullet automatically receives as soon as it spawns
    • Shooting, reloading and picking weapon ammo mechanics are now functional
    • Mag system is now fully functional

    Editor Side:
    • Added Bullet Spawn Point, Bullet Prefab, Bullet Travel Speed and Weapon Range, Attack/Shooting sounds and Weapon Durability options to customization of weapons
    • Fixed a big bug which resulted in the window not wanting to save the type of weapon inside of the editor
    • Weapon Database is now a lot cleaner with better design

    Currently Working On:
    • Toolbar inside of the inventory, which will display info on item/weapon [EASY]


    Conclusion:
    All the features promised for Player, Items and Weapons are now functional and they all work without issues. The only thing that is 80% done is right now the Inventory, which misses the toolbar when hovering over an item/weapon (also mentioned in "Currently Working On" section). After that is done, I'll move onto Crafting mechanics. :)
     
  26. Sykoo

    Sykoo

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    Added full support for choosing between a different weapon utility and sWeapon utility!




    By a simple button, you can literally swap back-and-forth on choosing to either use a different type of weapon utility or the sWeapon utility that is built-in to SurvivalEngine PRO! Even if you use a different weapon utility/asset, by using this simple setup from the inspector you can still use the core functions of the inventory, player and other features that SEPRO comes with. So you do not have to go into the other weapon utility's scripts and edit a bunch of codes to make it suit SEPRO, you literally have to click a single button and it'll set it up for you!

    Side notes:
    You can still use visual settings from SEPRO window such as assigning the icon of the weapon, and leave other fields empty or set them up as well. Those settings will be saved and never get lost. The icon will be used to represent the weapon in the inventory in-game.

    How this will work is basically it will use the core of sWeapon script which is to add the item to the inventory, let user equip/unequip it and drop the item. When equipped, instead of using the properties and settings from sWeapon, it'll be enabling the usage of the other script. So both sWeapon and the other weapon utility you wish to use (in case you do) will work smoothly and simultaneously with no issues and no overwriting.

    In case you wish to edit something, there's always the in-depth SurvivalEngine PRO API that you can check out to make anything you wish :)
     
  27. Zedinex

    Zedinex

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    Oooooo getting closer!
     
  28. Sykoo

    Sykoo

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    Yes! :) I'm almost completely done with weapon system, which means that only the easier parts are left now!
     
  29. Sykoo

    Sykoo

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    Patch Notes: Version 1.5

    Game Side:
    • Melee and Ranged weapons have been setup and implemented to the system
    • Attack sounds for weapons have been added (including bullet sounds whilst traveling and hitting an object)
    • Bugs of Weapon Durability, Rate of Fire and bunch of other features have been fixed
    • Custom Spawn point for a weapon has been implemented to the system
    • Fully working compatibility with other weapon assets now - you can easily add anything to the inventory (no coding required)
    • Legacy Animation support has been added (Idle, Run, Attack/Shoot, Reload, Aim In and Aim Out animations (also depends on what type of weapon it is)).

    Editor Side:
    • Made the weapon section in sWindow more brief and yet easier with a simplistic design that works simultaneously
    • Added support for entering custom spawn point and legacy animation support enabling for each weapon
    • Added a simple field in lower field of the weapon section in sWindow to select every preference for weapon
    • Added custom inspector specifications for sWeapon component to easily let the developers (you) switch between using the sWeapon utilities and custom weapon utilities (functions for weapons (compatibility with other assets)).

    Currently Working On:
    • Crafting system [EASY]
    • Environment (trees, rocks, mining, etc.) [MEDIUM]

    Conclusion:
    Now that the weapon system is completely done (still will get some last touches before release), I can move onto working at the crafting system which is quite likely the easiest feature in SurvivalEngine PRO! After that, I'll be moving onto environment feature and interaction with the environment, which will require a bit more time than the crafting system due to it having more options and settings that I'll need to setup and initialize.

    Thank you all for following up on this project this far! I love you all and hope to be able to release this asap! Now you may be asking, "how long till release?". I do not want to make promises I cannot hold onto due to my time being quite limited as I'm very busy, but I would say around 1-2 weeks until release now!

    Let me know if you've got any suggestions, questions or anything to say! :)
     
    Joeronimoe likes this.
  30. Sykoo

    Sykoo

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    I was having a huge issue with the searching system in SurvivalEngine PRO, which resulted in no results being found when you searched for an item or weapon through its ID or name, but now it is working! :)


     
    Joeronimoe likes this.
  31. pushingpandas

    pushingpandas

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    Hello, Iam confused. Are SurvivialEngine 1, SurvivalEngine 2 and SurvivialEngine Pro - 3 seperate assets?
    Do you have a feature video of SurvivalEngine Pro? Iam very interested. thanks
     
  32. Sykoo

    Sykoo

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    Yes, SurvivalEngine 1, 2 and PRO are seperate assets. They're all new generations and huge updated ones. I was first thinking of having them all as just SurvivalEngine but it'd be too much updates on one, and I'd not like to play around with the price way too much.

    I'm glad that you are interested! :) A video will definitely be coming up around Sunday or Monday this week coming up, then the release is planned to be around Thursday/Friday!
     
  33. pushingpandas

    pushingpandas

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    So I need to purchsae 1,2 and pro to have the whole system? If not what is the different between 1, 2 and pro? Thank you!
     
  34. Sykoo

    Sykoo

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    Nope, having one is basically owning an asset that can help you building Survival games, although each version of SurvivalEngine is more updated and advanced, resulting in PRO being the most advanced one.

    You do not need to buy any other versions to get the full functionality of any generation - especially PRO. They are all still independent assets. To skip confusion I am even thinking of changing SurvivalEngine PRO's name to something else :)
     
  35. Sykoo

    Sykoo

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    I've now fully added support to let you edit the inventory design, such as moving each slot one by one or as a group, the character preview window etc!
     
  36. pushingpandas

    pushingpandas

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    video!!!!!!!!!
     
  37. Sykoo

    Sykoo

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    This weekend (probably)!
     
    Joeronimoe likes this.
  38. Zedinex

    Zedinex

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    The system is incomplete how can he show you a video.

    @Sykoo Keep up the good mate mate :p really excited about this.
     
  39. Sykoo

    Sykoo

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    I know right, haha!
    Thank you so much, I appreciate all the kindness :)
     
  40. Sykoo

    Sykoo

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    Adding Blueprints (for crafting) and Item Information for inventory!


    Note that EVERYTHING can be designed after your desire, and you can move every single inventory slot, the item name and description texts, the whole box, slots as a group etc. You're not limited to use the design it comes with as sample, and it's super simple to edit everything!

    Once you setup the default settings to start it all off via the sWindow, such as setting the material etc for inventory, you can click on "Add Inventory To Player" and it'll take care of creating all the slots etc. After that it's been added, there is now a button called "Edit Inventory" and there is another button called for "Save Inventory". By clicking "Edit Inventory", you'll be able to edit the inventory's placement, slots etc. After you click "Save Inventory", it will make the inventory invisible so that you don't get distracted by its appearance whilst developing your game.

    You can edit and save the inventory as many times as you wish to, no matter what you've done. Your slots won't lose functionality, your items will remain and no bugs will be persisting! :)
     
    pushingpandas likes this.
  41. Sykoo

    Sykoo

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    Patch Notes: Version 1.6

    Game Side:
    • Added full support for item information display in inventory
    • Fixed bugs and issues that were persistent on weapons
    • Added fully functional blueprint system (crafting)
    • Added craftable item type, which will let the player only use the item in crafting, not just like any other item

    Editor Side:
    • There are now many more options for inventory customization
    • Blueprint section added to inventory tab
    • Items and Weapons tab have now got a fresh updated UI with its settings more general
    • Crafting Window is now fully finished and blueprint system is working (picture in Spoiler section of this post)
    • A bug where item type would not save in the sWindow is now fixed
    • Missing information will now automatically highlight itself in sWindow so that you don't have to search for it
    • sWindow is now a lot faster and got quick response time, with less serialization done in the background
    • Added a toggle for the developer to enable/disable information box for items and weapons in inventory
    • Using custom spawn points for weapons is now available, with 3 vector fields - X, Y and Z axis (just like in the Transform component)
    • Made it easier to add a blueprint in the crafting session, by just literally clicking a button on the item/weapon field
    • Added two buttons to edit the inventory and save the inventory design, where you can move the slots, information box etc!

    Currently Working On:
    • Environment (trees, rocks, mining, etc.) [MEDIUM]
    • Interactions (ideas still being thought of (feel free to suggest anything!)) [N/A]

    Conclusion:
    Now that the crafting system is fully functional, we're so close to a release date being set! I am only having one single issue with the crafting system, and it's how it should be displayed. I may just let the developer (you) design it and add it (which would be so simple, because the code is already done - you'd only need to follow a simple documentation). Because if I implement it, it may not be the best nor will it be so unique. If I let you design it, you will have to only copy and paste a couple of lines of code which will be given to you, but you'll take care of the design (fun part). Let me know your suggestions!

    I will start working on Environment tab now, such as cutting down trees etc. and then start thinking of what can be added to Interactions system. It could be a section where I let you, the developers interact your game with other assets (although it's not needed to do so as SurvivalEngine PRO is already coded in a way to make it compatible with anything).

     
  42. Sykoo

    Sykoo

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    Thread title has been updated and will be kept this way until I come up with a better title. :)
     
  43. Zedinex

    Zedinex

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    "Environment (trees, rocks, mining, etc.) [MEDIUM]" Will you be adding bushes that you can pick for berries etc... as like a small food source ? You get the idea lol
     
  44. Sykoo

    Sykoo

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    Exactly! You'll be able to set plants to grow food, chop trees and bushes etc for gathering berries or any other item you as the developer specify, destroy rocks and boulders to gather rocks and so on!

    Then in the Interactions tab, there'll be options for constructing and building foundations etc!
     
  45. Zedinex

    Zedinex

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    ooh that sounds awesome
     
  46. Sykoo

    Sykoo

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    Yep, I'm hyping out very much! :)
    Even after release I'll keep updating the asset, and let you guys even contribute with mods and tools to be used.
     
  47. Sykoo

    Sykoo

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    Showcase video coming in a bit!
     
  48. Sykoo

    Sykoo

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  49. Zedinex

    Zedinex

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    Oh wow that looks real cool.
     
  50. Sykoo

    Sykoo

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    Thank you! Glad you liked it :D I'm so excited now that we're super close to a release!