Great work, buddy. To increase the number of people interested in buying this pack, it would be beneficial if you could include video tutorials on each module, including how to use it. In the future, I expect to see tutorials for this.
@@artistscreek Hello, dear friend! Thank you for your kind words. It's very nice to hear that. There is documentation for this project in the text version. Here is the link to it: drive.google.com/file/d/1NM4HWEMkeAowX7LBFNf0-jCKaRx76kFF/view. The fact is that the documentation in the video format becomes outdated very quickly. For example, in the future, different mechanics will be modified/new functions added in some way. Thus, the documentation in text format will be much easier to update, which means that customers will receive up-to-date information much faster.
When your RPG asset leads with a more competent understanding of the gamification of real world tactical elements than most tactical assets you certainly grab my attention
Hello! I am incredibly pleased to hear your recognition. Imagine, I worked on the project for a year and a half and it turns out it was not in vain. Thank you!
nice system only one thing is it possible to make it so if you have the weapon out but didn't shoot it make your character relax it down instead of aiming it all the time
Hi! Thanks for your rating! Yes, of course, but for this you will need to replace the animation of walking, running and idle. (There are no such animations in our project.)
@@Weber-Systems is it possble to add the system no need to add it with the animation but having it as option is great thank you anyway for your replay :)
Hello, dear friend! Thank you for your interest in my project! In this video(ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ni5ukJW9ehg.htmlfeature=shared) I demonstrate the result of integrating the AsyncLoadingScreen plugin. Watch this video to understand how I open a showcase map.
This looks incredible, to be honest. How long did this take to get to this point, and how many developers? All one has to do here is replace the skins and a few tweaks. Are many of the properties data-driven, changeable?
@@chakubb Hello, dear friend. Thank you so much for writing such kind words. The project took a year and a half to develop. I developed the project alone. This project was developed exclusively for the needs of the marketplace. RPG Engine is really very easy to change for the needs of developers. All the code is concentrated in one actor component. Adjustment of the project properties is done by changing the values of several data assets. The gameplay can be modified by changing the values of parameters in the main actor component. In short, this project is very flexible and easy to customize. However, I realize that for you as a person who has not seen this project from the inside this characteristic does not mean anything, so I would suggest you to look at the documentation, which consists of 460 pages. The link to this documentation is in the project description on the marketplace page and here it is: drive.google.com/file/d/1NM4HWEMkeAowX7LBFNf0-jCKaRx76kFF/view. In order to find the parameters that are responsible for gameplay changes you need to find the chapter called BP_MainComponent. Best wishes, Weber-Systems
@@Angellucifer23 Hi. Thank you very much. I haven't created a roadmap yet, but I definitely will! I want to gather feedback from buyers in the next 2-3 weeks and create a roadmap based on their wishes. Maybe you have some wish? I will definitely take it into consideration! Also, it's important to note that I can't update the project yet: since October 1, epics started the transition from marketplace to FAB, so the next update will be published on the new marketplace.