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[WIP] Park Engine - Action RPG / Arena Fighting Engine

Discussion in 'Works In Progress' started by liero116, Mar 8, 2016.

  1. liero116

    liero116

    Joined:
    May 22, 2012
    Posts:
    65
    Believe me; I want to be able to release and sell this engine soon, but it's just not ready in its current state. The problem right now is that there are too many specific dependencies that are needed to make it work. You'd basically have to make your characters exactly the way I do or you'd get errors all over the place. I will say that I am working to get rid of all of that and make things more general. It is currently a priority!

    Anyways, my job is ending in the next week or so and I'll have nothing but free time to work on this. I intend to make it a full-time focus from that point on. Expect more updates!
     
    RavenOfCode likes this.
  2. ZhavShaw

    ZhavShaw

    Joined:
    Aug 12, 2013
    Posts:
    92
    I'm definitely looking forward to that!
    Also, don't forget there's more experienced users who'd be interested in using this.
    Personally, I'd like to try adding in some P2P networking and other stuff. Let's take UFPS for example, it's a great solution, but it has so many things that adding multiplayer to that is just not practical over making your own FPS base.
    Anyway, this is definitely promising, and I can't wait to see more of it. Is there any price you have in mind?
     
  3. HeadClot88

    HeadClot88

    Joined:
    Jul 3, 2012
    Posts:
    588
    I have been watching this thread for a while you got my interest :)
     
  4. liero116

    liero116

    Joined:
    May 22, 2012
    Posts:
    65
    Ok so I'm working on AI now. This one is going to take a while. I'm also really trying to get the time to record a system overview tomorrow. Hopefully I can do that and update you all on what's new.
     
    ZhavShaw and HeadClot88 like this.
  5. liero116

    liero116

    Joined:
    May 22, 2012
    Posts:
    65
    I've disappeared on this for months but I'm still moving forward. Park engine is getting to a good place and I think I'm ready to start up some sort of Patreon for it. I'll likely start small with a few things, but I hope to eventually move to getting the engine to a public version. Also, expect some updates on new things this week.
     
    ZhavShaw likes this.
  6. jaelove

    jaelove

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    Jul 5, 2012
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    270
  7. liero116

    liero116

    Joined:
    May 22, 2012
    Posts:
    65
    Ok finally here's an update:

    It's a bit long, but it goes through most of the new stuff

     
    ZhavShaw likes this.
  8. ZhavShaw

    ZhavShaw

    Joined:
    Aug 12, 2013
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    92
    It's late so I don't want to spend too much time writing a long post, but dude, you're insane!
     
  9. ikemen_blueD

    ikemen_blueD

    Joined:
    Jan 19, 2013
    Posts:
    265
    wow that's impressive. Will Park Engine be on AS soon or it is just your in-house solution? Keep posting, nice system btw :)
     
  10. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    214
    First of all, I want to say that it is really great. When can we see it in the Asset Store?
    I just watched your video on YouTube. This is perfect. Why do not you sell it right now? I want to buy it right now.
     
    Last edited: Oct 11, 2017
  11. jaelove

    jaelove

    Joined:
    Jul 5, 2012
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    270
    I hope it comes to the asset store
     
  12. liero116

    liero116

    Joined:
    May 22, 2012
    Posts:
    65
    Hey thanks, I've worked very hard on it!

    Some of what is shown is too specific to really be viable as a general asset for most people, but my intent is to bring it to the asset store.

    I can definitively say for sure that yes, I am bringing this to the asset store. I basically haven't been able to work on it since my last significant post in an extensive way so I'm currently still in the same boat as I was before. I recently licensed the engine in its current state to be used on a small project that is already done and released. I also basically produced the whole project for them from start to finish. It was a weird project and probably isn't what you'd expect it to be. Anyways, I now have more time to really develop it.

    So why don't I release it now? Well there's a few reasons.

    To start, there is zero documentation. None whatsoever. If I released it, I guarantee you wouldn't be able to use it at all. So I have to start documenting things. The only issue with that is I have some features that I don't use anymore and/or I created them so long ago that I don't exactly remember how they work. It's a lot of work I have to do before I can even think about submitting.

    The next reason is dependencies. I've mentioned this before, but Park Engine currently requires a few existing assets from the asset store. I'm in the process of creating my own replacements, but this needs to be done. I don't think people will be to pleased to have to buy a separate asset just to be able to do something as simple as spawning effects.

    Next, I have to clean up some messy and unused features. No point in including things that do nothing or will only confuse users. There are a few things thin the engine that I never bothered to remove even though I replaced them completely.

    Finally, the engine only supports legacy rigs at the moment. I personally don't like Meccanim, so I don't use it. Still I have to support both so I need to make it work.

    So there's a lot to do. I have been toying with the idea of providing some sort of alpha access in some form, but I'm not sure how I want to do that yet. Patreon is the likely proper path, but I have to consider a lot before I do that. In the meantime, I want to keep you all posted on the progress so I'll definitely be posting here much more often with updates.
     
  13. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    214
    Can you tell me the approximate ETA?
     
  14. liero116

    liero116

    Joined:
    May 22, 2012
    Posts:
    65
    For a beta? I'd say earliest would be early 2018. It would have rough and probably incomplete documentation and it wouldn't be perfect, but a good starting point. Asset store would hopefully come a few months after that.