About The Game: Difference between revisions

From Star Wars Galaxies RPG Wiki
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=== MULTIPLAYER FEATURES ===
=== MULTIPLAYER FEATURES ===
* Multiplayer chat system, Steam compatible.
* Multiplayer chat system, Steam compatible.
* Trading system with customizable trade lists, allowing items and gold coins as payment.
* Trading system with customizable trade lists, allowing items and credits as payment.
* Respawn system with different respawn locations, item loss, and animations for leaving/joining servers.
* Respawn system with different respawn locations, item loss, and animations for leaving/joining servers.



Revision as of 18:53, 19 October 2024

STAR WARS GALAXIES GAME FEATURES V.05 Alpha - FEATURES LIST

CHARACTER SYSTEM

  • Complex, highly optimized, and flexible character logic suitable for RPG, and MMO games. Can be easily modified according to the type of character & features needed.
  • Character attributes include health, energy, mana, hunger, thirst, oxygen, weight, level, experience, and skill points.
  • Characteristics: strength, agility, stamina, intelligence, luck. Characteristics affect other parameters like weight, damage, maximum HP, critical damage, etc. Can be leveled up.
  • Attributes: maximum health, health regeneration over time/per second, maximum energy, energy regeneration, damage, critical chance, critical damage, attack range, armor, weight, maximum weight, woodcutting damage, mining damage, etc. Attributes depend on characteristics and can be changed by equippable or consumable items.
  • Stamina: decreases during activities (e.g., attacking, chopping trees, sprinting, swimming). Regenerates over time or with consumable items.
  • Hunger, thirst, oxygen: zero values inflict health damage. These are consumed over time or during activities like diving (for oxygen).
  • Weight: character can carry a certain weight. Exceeding this slows down movement.
  • Death: character inventory can be looted upon death. Different animations for land and water deaths. Respawn available at bed or special respawn points.
  • Jump logic: calculates damage based on distance fallen.
  • Experience and levels: gain experience through quests, defeating enemies, or using consumable items like scrolls.
  • Accumulated impulse: released when character dies, affecting ragdoll physics.
  • IK solution for correct foot placement using inverse kinematics.
  • Customization: options for hair, pants, skin color. Random variations possible.
  • Starting items can be selected for inventory, equipment, and hotbar.
  • Default items are assigned after respawn.
  • Starting attributes, skills, quests, etc., can be configured.
  • Ability to choose a character class with unique logic.

BUILDING SYSTEM

  • Advanced building logic allows construction on uneven surfaces and static meshes.
  • Stability system for building structures.
  • Durability, damage, repair, upgrade, removal, and destruction of building parts.
  • Building plan allows placement of modular parts with radial menu support.
  • Wooden mallet used for upgrading, repairing, and removing building parts. Requires resources for upgrades and repairs.
  • Building parts include wooden and stone types.
  • Fifteen modular parts per type, with unique building logic, descriptions, durability, and resource requirements.
  • Radial menu includes: foundation, triangle foundation, wall, doorframe, window frame, sloped walls, roof, fence, stairs, ramp, ceiling, and triangle ceiling.
  • Placeable building parts: wooden door, window, reinforced door. Doors are interactive objects.
  • Claim system using Totem to privatize areas around player bases.
  • Support for Apex destruction physics (UE4) and Chaos (UE5).
  • Handmade LODs for building parts.
  • Decorative building items such as paintings, torches, carpets, tables, chairs, flower pots, and shelves.
  • Shelves can act as containers; torches require fuel to burn.

MULTIPLAYER SAVE & LOAD SYSTEM

  • Advanced save & load logic with full multiplayer support.
  • Dedicated server support.
  • Saves player data, including world position, level, experience, inventory items, equipped items, durability, crafting blueprints, etc.
  • Saves data for actors, components, quests, levels, and crafting components.
  • Supports instance-based logic for objects like trees and ore veins, with respawn mechanics.

RESOURCE SYSTEM

  • Tree cutting: customizable items obtained from chopping trees. Includes two animation states (hit/miss) for cutting trees, VFX (wood chips), and respawn mechanics.
  • Mining: two types of pickaxes (stone, metal) and VFX (dust and stones). Actor-based or instance-based logic for resource gathering.
  • Digging: shovel interaction with certain surfaces and spawning resources based on surface type.
  • Collectible items: customizable data tables for item details like name, icon, stack size, sounds, decay, weight, etc.

ARTIFICIAL INTELLIGENCE

  • AI behavior system provides threat detection, faction-based behavior selection, roaming, patrolling, and more.
  • NPC types: melee and ranged, with random customization, attributes, abilities, and interactions.
  • Spawners: spawn NPCs with settings like spawn count, respawn timer, and relationships.
  • Melee and ranged combat with different stances, blocking, and abilities like charging shots for bows.
  • Background AI for non-aggressive small animals like rats and crabs.
  • Loot system for NPCs to drop items after death.

COMBAT SYSTEM

  • Damage types: melee, ranged, explosion, fire.
  • Damage modifiers, such as critical hits and blocking.
  • Different weapons: Vibro swords, bowcaster-type weapons, firearms, each with different attributes, animations, and stances.
  • Hit reactions for characters when receiving damage, including screen bleeding effects.
  • AOE (Area of Effect) damage supported.
  • Fall damage calculated based on height and time in the air.
  • Combat stance and animations depend on the equipped weapon type.

HOTBAR & HUD SYSTEM

  • Hotbar allows quick access to tools, weapons, consumables.
  • Six hotbar slots by default, configurable in class settings.
  • HUD component stores user interface information, featuring a clean and customizable design.
  • Pop-up window for item information when hovered.
  • UI displays character state, inventory, equipment, skills, crafting, quests, maps, journal entries, chat, etc.

EQUIPMENT, ITEMS, AND INVENTORY SYSTEM

  • Items have attributes like name, icon, durability, weight, etc., managed via data tables.
  • Food items are subject to decay, which can be accelerated (e.g., compost bin) or slowed (e.g., fridge).
  • Inventory management includes equipping, dropping, and sorting items.
  • Crafting system allows for crafting recipes, container storage, drag and drop mechanics, etc.

RANGED WEAPON SYSTEM

  • Weapons include pistols, rifles, crossbows, grenade launchers, etc., with firing modes like single or burst shots.
  • Projectile-based logic, including arrows, grenades, and bullets, with customizable speed, damage, and impact effects.
  • Repair kits available to restore durability of weapons/tools.
  • Torch system for illumination.

BUILDING SYSTEM - INTERACTIVE STRUCTURES

  • Advanced logic for interactive structures, with support for static or skeletal meshes.
  • Placeable structures like Alchemical Cauldrons, Campfires, Chests, Workbenches, Beds, etc., each with inventory slots, durability, and crafting recipes.
  • Locks: regular locks require keys, code locks use a four-digit combination. Locks can be picked with a low chance of success.

FARMING SYSTEM

  • Crop plots for planting seeds like corn, cabbage, pumpkins, etc.
  • Requires water and fertilizer for plant growth.
  • Growth stages for plants, producing crops at the final stage.
  • Crop pots have slots for fertilizer, speeding up plant growth.

ANIMAL BREEDING SYSTEM

  • Animals like banthas, womp rats, and tauntauns with unique behaviors.
  • Animals can be tamed, bred, and produce items like eggs or raw meat.
  • Feeder mechanics for feeding tamed animals.
  • Breeding logic includes growth stages from pups or hatchlings to adult animals.

TRAPS AND THROWING ITEMS SYSTEM

  • Types of traps: metal traps and landmines, each with damage mechanics and activation/deactivation interactions.
  • Throwing items include bombs, knives, tools like hatchets, pickaxes, and torches.
  • Character attributes affect throwing damage.

MULTIPLAYER FEATURES

  • Multiplayer chat system, Steam compatible.
  • Trading system with customizable trade lists, allowing items and credits as payment.
  • Respawn system with different respawn locations, item loss, and animations for leaving/joining servers.

SKILLS TREE, SPELL BOOK, AND MAGIC SYSTEM

  • Skills tree allows for adding and upgrading skills that affect attributes or provide new crafting blueprints.
  • Spell book UI with spells that require certain attributes or levels to use.
  • Spells can be added to the hotbar for quick access.
  • Ability to create various spells like fireballs, teleportation, etc.

MANNEQUIN AND ZONE SYSTEMS

  • Mannequin acts as an interactive building object, displaying equipment like armor.
  • Zone types: State Zones (affect character attributes like health or energy), Damage Zones, and Effect Zones.
  • Zones can be shaped as boxes, capsules, or spheres.

FISHING SYSTEM

  • Fishing requires a rod and worms.
  • Fish lists can be customized for specific locations.
  • Special fishing spots can be set up.

COMPANION SYSTEM

  • AI companions can follow, attack, guard, or hold positions.
  • Ability to group AI and issue commands like "go to point" or "attack target."

EMOTION SYSTEM

  • Character emotions with corresponding animations.
  • Boombox item for playing dance music.
  • Emotions can be used in multiplayer situations.

DEBUG MENU AND CROUCH SYSTEM

  • Debug menu with options for character attributes, spawning items, and level transitions.
  • Crouch system activated by pressing [C].

VEHICLE MOUNTS SYSTEM

  • Various mounts available, including speeder bikes, dewbacks, and kaadu.
  • Mounts can be tamed or acquired through quests or trading.
  • Each mount has unique attributes such as speed, stamina, and carrying capacity.
  • Mount stamina decreases over time while traveling and regenerates when resting.
  • Customizable mount equipment including saddlebags to increase carrying capacity.
  • Mounts can be summoned or dismissed by the player at any time, provided they are within range.
  • Different animations for mount riding, including idle, walking, sprinting, and combat stance.
  • Mounts can participate in combat, with unique attacks depending on the mount type.