I added a tile to tile movement for the player and vehicles. I have been using SpriteTile in the past but the problem is their tilemaps are only vieweable in the SpriteTile Editor not the Unity Editor, so it is time consuming when deciding where to place my own actors and having to have two different save files for every level.
#Rpg save editor v. code#
What is the easy of creating an actor in code and then saving custom generated actor(s) along with a map generated in your asset. I will have actors for quest givers, traps, items on the grounds, doors that open/close, and other interactable actors. What is the ease of access to the tile at position 3, 5 and getting parameters of the tile? Or is there an API for your asset so I can find everything that is at coordinate 3, 5 on the map? support turn based movement?Īre each of the tiles accessible in code through a coordinate system. I am building a turn based Rogue, similar to Nethack/Dungeon Crawl Stone Soup variety but with persistent maps and ability to quest.ĭoes RPG Map Editor's character controllers, pathfinding, etc. This is too specific, but you could use the boat as reference to create this ability.įew questions regarding this asset and your other asset Super TileMap Editor. Swimming on water with swimming animation With time this could be added as well, but this is complex enough to require some time. Some quest don't need you to return to the NPC and reward you as sonn as the quest is complete. Basic quest system, Npc have some star icon upon them indicating they have a quest, you can enter dialog to aceept the quest, and they have "!" icon once you have completed the quest. This is in my list and at some point I would like to include this. Maybe I could add a container with a list of prefab items to be instantiated when the chest is open instead. Interactable animated objects with loot, you open a chest it plays an animation and display in a po pup what loot you found. If you add a gameobject target to follow in FollowerAI when the player is seen, this target property could be set also for neighbor FollowerAI close enough to the one that saw the player. Maybe this is more specific and not a generic feature at the moment. Ennemy alert system, one type of ennemy can push a scream or use an object to alert all ennemies around some distance It's called Sight Distance and you can decide if the blocked areas block the sight vision. You have this already in the FolloweAI component. Example of player and ennemy using a melee attack animation
Thanks for your requests list, I answer you below: