Dear mr. Adventure Creator,
A rather small team of five people is thinking on buying your Adventure Creator asset pack but is having a small dilemma on the usability of it on the scope of our ideas.
Thus we would like to ask for your opinion.
We are trying to create a top-down pixel art adventure survival game which would mainly be played by directional arrows and keyboard buttons in general rather than mouse clicks.
Having that info in mind, can you kindly answer a few simple questions?
- Is it possible to use 2D tilemaps and is your asset pack compatible with tilemap assets found on the Unity Store in general?
- Is it compatible with the asset pack called Behavior Designer also found on the Unity Store? What's the scope of your pathfinding feature and what it includes (regarding 2D space)? What about compatibility with 2DxFx asset?
- Is it possible to expand the assets with RPG functionalities? (quest logs and so on)
- How difficult would be to implement multiple story endings into the game while using your asset pack? Does your dialogue system supports branching dialouges?
We thank you for your answers in advance!
Comments
It should be said that AC is intended for traditional, non-combatative adventure games. Things like enemies and complex AI would have to be added on separately, as that is beyond the product's scope. I can try to give a more thorough opinion if you would like to share more details about the game you wish to make, but I can't say with surety that AC is the best tool for the job in this case.
However, in answer to your questions:
So far as background graphics go, AC doesn't generally touch them. You'll need to ensure that they can be rendered in the correct order against Unity's regular sprites, but other than that you should be fine.
There is no integration with Behavior Designer - at least not from the AC side of things.
Regarding 2D pathfinding, AC relies on user-built Polygon Collider 2D shapes to mark out the walkable area. The performance is geared towards traditional 2D scenes, though, rather than huge tilemaps - so if your scene is very large, and the NavMesh has many vertices, you may see some slowdown. Can't say for sure though without seeing a typical scene you have in mind, though. NavMeshes can be broken down into smaller sub-meshes, however.
Also note that pathfinding is not used by the player character if you are moving in "Direct" control - as in, keyboard arrows and not pointing-and-clicking. If a NavMesh is not incorporated, characters can still move - but only in a straight line or along pre-defined paths. The 2D Tutorial video covers the workflow for 2D games. I would recommend going through the 3D tutorial as well, which covers many systems and features that can be used across all game types.
There is no official compatibility with 2DxFX - but as it just affects sprite display I shouldn't think there'd be an issue. Again, AC doesn't do anything special for rendering - it relies on Unity's own rendering engine.
AC has a basic journal feature, but this is more of a case of adding pages of text to a book as you progress. Anything more complex like a quest log would have to be added on. Player stats like health etc can be recorded as AC Global Variables, and these'll be saved automatically. You may wish to rely on your own if there are many such stats to keep track of, however. The key thing then would be making sure they are still saved - a tutorial on saving custom global data can be found here.
Section 12 of the Manual covers the various approaches you can take to integrate new code - you can read it all before purchase and see if it suits.
Not difficult at all, that's something AC is geared specifically towards. AC's variable system is key to tracking player choices and progress. You can read and write to them at any time, and ActionLists (AC's visual scripting system) can branch out according to their values easily. More on Variables and Actions can be found in the Manual.
So far as branching dialogues goes, AC's Conversation system incorporates the ActionList system. When the player chooses an option, it runs a new chain of Actions - which can finish either by changing the state of that Conversation's option, or running a new Conversation, or ending it. Some tutorials on Conversations can be found here. AC is also compatible with Dialogue System.
What I suggest to people planning on integrating their own systems is to first become familiar with the way that AC is "supposed" to be used by watching the tutorial videos. Even if you end up disabling half of it and only using a portion, it's still important to understand how AC works and what each system does. It then becomes much easier to know what to take out, add on, etc.
If encounters are heavily controlled (i.e. reduced to tightly-scripted events), then that makes it easier for AC to manage alone. For example, if the player has to shoot at one given moment, then you could give him a "gun" inventory item that can be selected - and shooting enemies would then be a case of "using" that gun item on the enemy Hotspot in the same way that a more traditional game would have the player give an item to an NPC.
Triggers are a way of having game logic run when a pre-defined object (such as the player) enters their boundary, so they can feasibly be added to e.g. an enemy so that the player plays a "take damage" animation when they get too close.
AC is also extensible through scripting - particularly custom Actions and events. A custom script could feasibly have an NPC move between different random points in a scene (by calling the MoveToPoint function).
The player too can be completely controlled through a custom motion controller script if necessary - and only give control back to AC when desired..
Essentially: a lot of AC can be custom tailored through scripting or smart use of Actions to behave in a way that it isn't strictly intended for. However, I think you do reach a point where you end up changing so much that it just makes more sense to use a more dedicated and focused asset instead. Where that point lies, though, is different for every case and totally dependent on each game's needs. What I always recommend is for people to study the tutorials and get to grips with the way AC is "supposed" to work, before trying anything that goes outside of that behaviour.
We can, however, arrange for a single-license refund if you'd like to buy once merely to give it a try and see how suitable it is - and then find that it isn't.
In answer to your questions: