Recent Development


Currently I'm adding to the RPG Editor Extension a FPS controller. Slowly working on this since it's my first controller. Trying to implement Skyrim mechanics (since the idea behind my extension is to build the Creation Kit into Unity).

So this post will be split into 3 parts:

How The Controller Is Built

What Else Is Being Implemented

Choices 

How The Controller Is Built

I've designed the controller to be fairly simple using the same beginner techniques found on Unity Learn.

Example:

    public void OnMove()
    {
        
        horizontalInput = Input.GetAxis("Horizontal");
        verticalInput = Input.GetAxis("Vertical");
        transform.Translate(mainCamera.transform.right * Time.deltaTime * moveSpeed * horizontalInput);
        transform.Translate(mainCamera.transform.forward * Time.deltaTime * moveSpeed * verticalInput);
    }

One of the biggest issues I've already noted is dealing with being grounded:

private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.CompareTag("Ground"))
        {
            isGrounded = true;
        }
    }

As you may be able to see, grounded relies on having an object tagged with "Ground". What happens if you jump onto a barrel or crate (box)? You won't be able to jump again. I suppose this is where a multi-tag system would be useful in Unity.

As you can see, I'm taking notes of what may and may not be issues in the long run. Now, let's move on.

What Else Is Being Implemented

I'm also working on casting spells of different types, reading books, and polishing the loading screen (currently for display only). I'm also going to add notes alongside the books, eventually. The biggest issue going forward for me is working with inventory and crafting/alchemy/enchanting.

Choices 

Originally the extension was going to leave out inventory and controllers. However, as I intend to provide a Skyrim like editor, I figured it would be best to have a simple inventory and controller (for demonstration and modular understanding). This doesn't mean I am making an AAA controller or inventory, but that you will simply see a generic controller and inventory to work with while building your own content. The controller is NOT meant to make it into a released game. It doe not have all the bells and whistles required for a full fledge RPG game like Skyrim.

Files

RPG Editor Asset With Gizmos.unitypackage 77 kB
Jun 05, 2020

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