Welcome to your final quest.
At this point in the course, all I have to say is congratulations.
You have surely earned it.
This was not an easy course to take.
It was not a beginner course, and you've learned quite a lot about the engine and the gameplay ability
system along the way.
This course was quite the journey and for me, creating the course itself was a journey.
Designing the course project, the aura game, listening to feedback from the community, taking the
community's suggestions into account, researching the gameplay ability system and pouring thousands
of hours of effort into making the course.
All I have to say is that by this point, at the very end, I hope that you feel you've accomplished
something great, as that was my aim for this course from the beginning.
I hope that and he will, that you're now icamp to crushing your own RPG faults or any that's game genre
that you know who to break.
I hope that all who that any break have planned for your game project that bit it's very very complex
has if it involves blame the huge net the freak of interconnected.
He's the values and math and he's equations to face that.
At least you have some tools under your belt people that you can now talk, all that use to all people
wise, that think system to what I'm modularize base to code work, you know, to make the code of the
systems easily likable.
Easy bro expandable made of is I hope you the guy that you've gained insight into how y types of systems
and then you be achieved how they can be designed.
And I felt you've taken away from this course the fact that sometimes there is no correct way to do
things, sometimes the correct way is figuring out how to make something happen.
And hopefully you've found that some good best practices have been instilled upon you that you can take
with you and use in your projects.
Overall, all I want to say is thank you for taking this journey with me.
Thank you for sticking it out till the end and thank you for being my student.
It means more to me than you know, and I'm extremely grateful for each and every single person who
takes my courses and gets something out of it.
Thank you so much.
Congratulations.
And now for your quest.
As you know, RPGs can be quite vast.
They can have any number of features, and there are so many things that you can add to this project,
really without a whole lot of extra effort or knowledge.
You can just implement these things using what you already know.
For one, you can implement enemies dropping loot and potions.
We have potions and crystals.
You can devise any number of pickups and you can start having your enemies drop them.
Now how you devise that system is up to you, but I highly encourage that you make this data driven,
making use of either data tables or data assets so that you can have nice, easy to use tables of information
and you can perform lookups based on statistics, curve tables, and what have you.
A level based loot tier system is typically the way to go for these, but devise any system you like.
Now, another challenge is to make spells for the rest of the spell tree.
We made a few, and I designed those spells that we created such that you could learn the majority of
the main points that you would use in various different scenarios in gas.
But really, you could make any number of abilities and have them do anything that you like.
Another challenge could be to create more debuffs.
We have stun and we have burn, right?
You could make frost.
Perhaps you freeze the character completely.
You could have fear.
You force the character to run away, or aura causes fear and enemies and forces them to run away.
You can have a slow debuff, perhaps one that slows down time in a specific area.
These are all quite common types of debuffs you'll see in RPGs, and each of them presents a unique
set of challenges that you have to face in order to tackle them.
You can implement more damage types such as poison, ice, and Earth, and each of these could have
their own corresponding debuffs, if you like.
And then, of course, RPGs have a whole list of other features and mechanics that are quite outside
the scope of this course.
On the gameplay ability system, you can implement quests, you can implement inventory and items,
armor, weapons, currency, crafting, foraging, combining items into new items.
That's what crafting is all about.
These are all systems that you could put in place.
And of course, serious RPGs often use dedicated servers.
And while this is not a networking or dedicated server course, I'm working on new content in this area
and I'll be coming out with it soon, so keep your eye out for that.
My goal is to cover all of these topics, so as to help the community to be able to make their dreams
and their dream games come true and become successful.
If just one person or indie team or professional team benefits in some way from my content, that is
what I consider a success for myself.
So please make me successful by fulfilling your dreams and being successful.
Thank you so much.
I appreciate you and I hope to see you in the next series.
Excellent job and I'll see you soon.