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Post by DarkTonic Dev on Sept 14, 2014 2:20:18 GMT
0) Partial prefab setup for Pool Boss (currently must make all clones in 1 frame). 1) Add ability for wave offsets for spawner to be pulled from a list of game objects. 2) See if Composite Killables might work better without parenting and just following. Not sure how to position them though. 3) See if there's a way to specify "number of items to spawn" for the Global Wave, and Spawners will split up evenly that number and not need to specify Number to spawn. 4) Add sphere cast with layer/tag filter to the spawn limit control on spawners. 5) Make a way to do delayed spawn from PoolBoss. 5a) Delayed despawn too, both with a delegate to fire when it happens. 6) Make new base class for World Variable Listener so that UI is not required. 6a) Make TextMeshPro version too. 7) Add more to Universal Custom Event Receiver class: Fire (different) Custom Event, DespawnAllOfPrefab, KillAllOfPrefab, NextWave, pause wave, unpause wave, Modify World Variable, apply force from event origin directly, set param on mechanim, look at (gradual option), look away from (gradual), move toward, move away from, do Playmaker FSM event etc 7a) Do these events from all Listener classes! 8) Add a button to set up "wizard" types of Killables like pick-ups, enemies, etc. 8a) Or subclasses. Maybe some sections of Killable aren't visible for some subclasses. 9) Add a way to have "random delay" between spawned items instead of fixed. 10) Triggered Spawners that receive Custom Events should have an option to not receive if invisible. May require a TriggeredSpawnerChildVisibility script. 11a) Video showing wave visualization and dragging field values. 11b) Video showing What are Killables? combat. Show how set up a coin collection/reward system (pre-spawned), including Pool Boss set up. 11c) Video showing How to use World Variables (show Playmaker style variable selection as well). Show World Variable Listener on Unity 4.6 11d) Video showing core concepts that links to all other basic videos per category. 11e) Video showing Show Playmaker Listeners and a couple other Playmaker actions. 11f) Make custom events video. 12) Add a property in LevelSettings for "waveItemsRemaining" that will figure out how many in all spawner wave repetitions as well. 13) Make a normal 3D example scene. 14) Make a "sprite" 2D example scene. 15) Make option for "spawn cap amount all spawners" for Syncro Spawners. 16) Add win/lose Demo to example scenes. 17) Add "pickups" to demo scene. 18) Add Photon / UNET (Unity 5.2+) compatibility. 19) Add presets into spawners for wave shapes (rings / lines / etc). 20) Add ability to re-scale Death prefabs / damage prefabs, etc.
This is the entire to do list for Core GameKit, in order of priority. Feel free to vote for the ones more important to you. Also, if you have anything you'd like that isn't on the list, go ahead and suggest it!
I will remove items from the list as they are implemented.
-Brian
Things Core GameKit will never add: 1) Pathfinding or any other Artificial Intelligence. There are plenty of good solutions out there for this, including some free ones like RAIN and many other that we have integration with: Behavior Designer, NodeCanvas, ICode. 2) Anything with a node-based UI (like Shader Forge or Playmaker use).
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Post by llamapixel on Sept 14, 2014 3:05:22 GMT
I am in favour for number 6/6a/6b with the list above. Some core features that I would like to add to this mix and see that can work for a variety of games.
Backgrounds • Background Pooling system of sprites/objects that have or possess no collision
Particles • Pooling system for explosions / particles • Debri Ejection Pooling System
Player Indication • Wave Number Indicator / Name of Zone / Level etc. • Badge / medals / sprites for perfect zone kills and boss kills etc.
Gameplay • Homing missiles for enemy and player. • Shields - energy for player. • Sprite Update system for player, weapon sprite upgrades, ship upgrades by swapping new textures.
I would be happy to up my review another star or three pending on where this product goes. I left out a lot and culled it to generic features that can be used a few times in other places for different elements.
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Post by fahrettin on Sept 14, 2014 8:54:22 GMT
My votes go to: 1 -> 3 2 -> 1 3 -> 5 4 -> 2 5 -> 7 6 -> 6 7 -> 4 Extra -> I know you have examples in your project but your video tutorials were really helpful. After lots of new features we(maybe just i  ) need new videos.
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Post by DarkTonic Dev on Sept 14, 2014 9:33:41 GMT
My votes go to: 1 -> 3 2 -> 1 3 -> 5 4 -> 2 5 -> 7 6 -> 6 7 -> 4 Extra -> I know you have examples in your project but your video tutorials were really helpful. After lots of new features we(maybe just i  ) need new videos. I just got a new video program so it's possible we can make some more videos. We'll see.
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Post by DarkTonic Dev on Sept 14, 2014 9:41:39 GMT
I am in favour for number 6/6a/6b with the list above. Some core features that I would like to add to this mix and see that can work for a variety of games. Backgrounds • Background Pooling system of sprites/objects that have or possess no collision Particles • Pooling system for explosions / particles • Debri Ejection Pooling System Player Indication • Wave Number Indicator / Name of Zone / Level etc. • Badge / medals / sprites for perfect zone kills and boss kills etc. Gameplay • Homing missiles for enemy and player. • Shields - energy for player. • Sprite Update system for player, weapon sprite upgrades, ship upgrades by swapping new textures. I would be happy to up my review another star or three pending on where this product goes. I left out a lot and culled it to generic features that can be used a few times in other places for different elements. Some of this will be repeating what I said in my email, but I don't want things out of context. Background pooling system - you don't have to put colliders on things that are spawned. That's always an option. So I'm not sure that this one is already done. Let me know what you're trying to do here. In regards to parallax background scrolling, we're probably not building that if that's what you mean. You can use the pooling system for anything though. There are no restrictions on what components can or can't be on a pooled object. Particles - you can already pool particles as long as you put them in a prefab. Spawn the prefab and use the Timed Despawner component to make it despawn after X seconds. What is debri ejection pooling system? That sounds like why I made the "damage prefab" part of Killables. Please elaborate because this one may already be done. Wave Number Indicator / UI stuff. Unfortunately people use a wide variety of things for GUI, like NGUI, DF-GUI, and many others. That's why I haven't included any UI elements. Perhaps when Unity 4.6 is released would be a good time to tackle this sort of thing because most people will have the same GUI capabilities? Homing Missiles - it's possible to build (for the player would be easier since there's only one target), but to me that sounds like AI, which this project will not attempt to tackle. There are entire plugins dedicated to AI that do a great job and have a HUGE customer base, such as AI For Mechanim, Behavior Designer, Playmaker (all of which we have integration with). I don't want to reinvent the wheel here. We aren't really including any motion scripts to speak of, just the extremely basic ones for example scenes. That is not part of this plugin and probably never will be. Shields - how would they work? Sprite update system for player - how would that work?
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Post by speedrunlabs1 on Sept 21, 2014 5:03:13 GMT
Feature Request:
How about having a "Collision Settings" section where you can choose OnCollisionEnter Stay and Exit? Can't think of any uses for Exit, but we could use Stay for a fountain of health or lava. You guys could copy the "Retrigger Limit" code so it has a setting for time or number of frames for retriggering the damage or healing.
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Post by DarkTonic Dev on Sept 21, 2014 5:23:56 GMT
Cool, sounds good speedrunlabs1. Will add to list.
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Post by elusive52 on Oct 3, 2014 15:44:09 GMT
Feature Request Please:
As discussed previously, i would like to request a setting added to the 'randomization' function in the syncro spawners, that prohibits the spawning of 2 objects at the same (screen) position (basically on top of each other), with an additional 'tolerance' setting to allow for different size and shape objects that are being spawned.
many thanks in advance.
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jay
New Member
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Post by jay on Oct 3, 2014 18:50:06 GMT
+1 for short, informative video tutorials explaining and showing each feature in CGK. A nice 1-2 min. video to show off how to use each option/feature in CGK would be extremely helpful in so many ways. I wouldn't mind paying for a series of good video tutorials on how to use the entire CGK system. Free is good too (hint,hint)... 
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Post by DarkTonic Dev on Oct 5, 2014 8:10:40 GMT
Gotcha Jay, added!
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Post by DarkTonic Dev on Oct 5, 2014 8:11:02 GMT
Feature Request Please: As discussed previously, i would like to request a setting added to the 'randomization' function in the syncro spawners, that prohibits the spawning of 2 objects at the same (screen) position (basically on top of each other), with an additional 'tolerance' setting to allow for different size and shape objects that are being spawned. many thanks in advance. Added to list, thanks!
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jay
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Post by jay on Oct 5, 2014 12:47:26 GMT
Thanks. Please let me know when they come out. I bought a plugin called playmaker and they got a ton of videos on how to use it. Im already up and running with playmaker after about 2 hours of watching their tutorial videos. However, I'm still learning core GameKit, only because there are a lot of things I still don't understand about it. The document that comes with it is good, but it can be arduous to learn by reading. Its easier to learn by watching a video. Plus, I'm a visual thinker, not analytical. And, instead of flooding the forum here with a thousand questions, I figured i would wait for a good video tutorial series on core GameKit. Whether its free or not I will definitely get it (when it comes out). I need it.....Thanks again in advance.
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Post by DarkTonic Dev on Oct 5, 2014 12:52:31 GMT
Thanks. Please let me know when they come out. I bought a plugin called playmaker and they got a ton of videos on how to use it. Im already up and running with playmaker after about 2 hours of watching their tutorial videos. However, I'm still learning core GameKit, only because there are a lot of things I still don't understand about it. The document that comes with it is good, but it can be arduous to learn by reading. Its easier to learn by watching a video. Plus, I'm a visual thinker, not analytical. And, instead of flooding the forum here with a thousand questions, I figured i would wait for a good video tutorial series on core GameKit. Whether its free or not I will definitely get it (when it comes out). I need it.....Thanks again in advance. I prefer to make and include example scenes over videos. Less effort for us and more "study-able" (you can take your time and look at all the game objects), which to me still seems visual / hands-on. What are your thoughts on that? Go ahead and flood the forum with questions, because I have many priorities ahead of making these videos. Although if you have specific features you'd like videos / example scenes on, I can move those to the front. I had to watch about 8 hours of Playmaker videos to fully get it and do some more advanced things by the way. There's a whole 8-hour series that is great out there.
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jay
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Post by jay on Oct 6, 2014 15:23:26 GMT
Example scenes are great. One thing I would mention is maybe teach a little slower in the videos. Sometimes the videos seem to explain a lot of things in a short time and I miss certain things or get confused or "get lost" because there is so much going on so fast... Yes I can always replay the video, but its nice when the teaching isn't too fast. I hope I said that right..... And, the reason I didn't want to ask a bunch of questions is because it seems some forum users take offense to people that ask a lot of questions...I know that probably doesn't make sense, but the Adobe AE forum is like that, as well as the Corona sdk forum. If you ask more than 3 or so questions per day, people over there seem to get annoyed, and they will let you know too!...Why? I have no idea - thats what forums are for, I thought - to get help... So anyway, thanks. I will start to ask away my questions, soon. I ordered some ear plugs off eBay yesterday. Hopefully that will drown out the barrage of country music that is consistently entering my house from across the street. This is probably saying too much, but I have a short attention span when it comes to things like that, I just can't concentrate on what I read unless I have complete silence. And, I really, really, really want to learn CGK. Learning It has been on my mind almost constantly everyday since I bought it a few days ago. And thanks again for making it - I have no feature request at this time. Per the design road map I created for my game - It seems like CGK is more than capable of everything I have planned to do - Just need to wrap my head around it.
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Post by DarkTonic Dev on Oct 6, 2014 15:32:53 GMT
Ok. Yes I got that complaint about going too fast on the videos from a few people. I guess I try to pack too much in and I don't want 23-minute super slow videos like I've seen our competitors do. Still, it's better than those, but I'll try to slow down a bit.
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