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What are the best Asset Store purchases for making an RPG?

Discussion in 'Assets and Asset Store' started by flaredshadow, Sep 20, 2016.

  1. flaredshadow

    flaredshadow

    Joined:
    Mar 3, 2014
    Posts:
    3
    I've been working on a turn-based RPG for a few months now. It has quick time events during the attack phases (think Paper Mario). I was just wondering if anyone has any suggestions for Asset Store packages that would really help accelerate the creation process.

    I have a fully functional combat system (basic attacks, spells, items, and a run-away option). I've also made working status conditions : ranging from poison and paralysis to stat buffs.

    It would be great to have things like quests, npc behaviour, and something that helps create the over-world in detail.

    I have no preference of 2D vs 3D.

    Thanks for any suggestions.
     
  2. KnightsHouseGames

    KnightsHouseGames

    Joined:
    Jun 25, 2015
    Posts:
    850
    If you can write all that, what would you need store bought assets for? It seems like you've handled the most complex part, you seem more than capable enough to come up with this stuff on your own easily, and probably better than what the asset store can offer.
     
  3. flaredshadow

    flaredshadow

    Joined:
    Mar 3, 2014
    Posts:
    3
    It's just a headache to deal with. I'd like to actually focus on creating character classes and their various moves, but I know I should have a functioning over-world before I start making more than the 3 characters I already have (otherwise I'm just making a giant rpg tech-demo lol). I'm trying to avoid reinventing the wheel. Game making is my hobby rather than my career, so I'm fine with spending to keep it feeling like fun instead of work.

    It's a good question though, maybe I'm just being lazy, but still I feel like I'm doing stuff that has likely been done better by others before me.
     
  4. KnightsHouseGames

    KnightsHouseGames

    Joined:
    Jun 25, 2015
    Posts:
    850
    Well I mean if thats the case, why not just mod something

    If you have the talent to make a custom battle system, why not just make the whole game custom. That way you could maybe do interesting, different ideas than what every other RPG has done.

    I mean to do bare bones, I imagine the majority of that stuff would be WAY easier than doing a turn based battle system.

    That being said, maybe there are a least some tools that would make doing it custom easier, maybe someone who has done that style of game would have some tips
     
  5. TeagansDad

    TeagansDad

    Joined:
    Nov 17, 2012
    Posts:
    955
    It might be worth taking a look at the ORK Framework; it duplicates much of what you've already done but adds a lot more on top of it. Plus it's a very mature and well tested asset at this point. There is a free demo version available.

    If you need to build terrains, Gaia is your best best. It's a fantastic tool.

    If you need a robust character controller and animation framework, check out Motion Controller.

    For NPC behaviours, you might want to look into a behavior tree implementation such as Behavior Designer or Node Canvas.

    Pixel Crusher's Dialogue System for Unity is generally considered the best dialogue tool. It also handles quest logs. They also have Love/Hate for modeling NPC emotion states.

    That's a good start; I'll come back when I have more time.
     
    AdamGoodrich, theANMATOR2b and nixter like this.
  6. nixter

    nixter

    Joined:
    Mar 17, 2012
    Posts:
    320
    Sounds like you're pretty far along. Using another system will require a bit of integration. That said, for a single player RPG my recommendation is the ORK Framework. It's been solidly updated over the last four+ years and the developer is very responsive to questions. I don't use it myself anymore because I'm doing multiplayer development, but I think this is what you are looking for.

    If you want more focused systems, there are various quest systems available. For NPCs you can use an Finite State Machine system like Playmaker or a Behavior Tree system like Behavior Designer. For overworld, I guess Gaia or one of the other terrain products.

    Any other specific questions?
     
    TeagansDad likes this.
  7. flaredshadow

    flaredshadow

    Joined:
    Mar 3, 2014
    Posts:
    3
    Thanks for the suggestions guys. I'll look into these.
     
  8. TeagansDad

    TeagansDad

    Joined:
    Nov 17, 2012
    Posts:
    955
    @flaredshadow it may be worth your while to take a week off your game and work through the 50-part "build a game" tutorial to really get a feel for ORK. You can do this with the free version. Or at least glace through the tutorials in all three categories to see if it's more developed than what you've already done.
     
  9. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,777
    I know the author of Gaia - apparently hes pretty helpful :)
     
  10. DiggingNebula8

    DiggingNebula8

    Joined:
    Oct 2, 2016
    Posts:
    21
    Sure he is.