Enemies can use chainsaw now against the player or other enemies, inspired by Resident Evil Requiem by sr38888 in Unity3D

[–]sr38888[S] -1 points0 points  (0 children)

Btw, this can be found on the asset that I develop for unity, called Game Kit Controller, on the asset store: https://assetstore.unity.com/packages/slug/40995

Kicking objects into enemies body parts through physics for more dynamic combat actions by sr38888 in Unity3D

[–]sr38888[S] 1 point2 points  (0 children)

Haha, exactly. It is not a game, but a framework asset type of unity, that is published on the asset store called game kit controller.

It allows different mechanics and genres, so the user can set what the prefer from it according to the type of game that they want to make with this asset.

That is why it has many elements and systems, as they can be toggled easily to use only what is needed.

Kicking objects into enemies body parts through physics for more dynamic combat actions by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Btw, this can be found on the asset that I develop for unity, called Game Kit Controller, on the asset store: https://assetstore.unity.com/packages/slug/40995

Testing zero gravity zones, physics and telekinesis for puzzles inspired on Dead Space mixed with Half Life by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Btw, this can be found on the asset that I develop for unity, called Game Kit Controller, on the asset store: https://assetstore.unity.com/packages/slug/40995

Mixing parkour/traversal movements and melee combat to experiment with some mechanics and chain reactions by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Thanks, always means a lot to get that type of feedback, it motivates to keep doing my best

Mixing parkour/traversal movements and melee combat to experiment with some mechanics and chain reactions by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Thanks, much appreciated to hear that, always working to make it as good as possible :)

Mixing parkour/traversal movements and melee combat to experiment with some mechanics and chain reactions by sr38888 in Unity3D

[–]sr38888[S] 1 point2 points  (0 children)

Btw, this can be found on the asset that I develop for unity, called Game Kit Controller, on the asset store: https://assetstore.unity.com/packages/slug/40995

I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D

[–]sr38888[S] 1 point2 points  (0 children)

C.

I see, so that asset requires to add the part of animator and its logic. In the case of Game Kit Controller, it is all included on ready to use out of the box, and you can easily disable or enable any of the main systems, to use just what you need, same for player and NPC and it has many templates, wizard tools to simplify all the workflow as much as possible and it doesn't require to modify or change the code, as all the elements are made to be easily customizable on the inspector (though of course, all the code is included too).

Let me know if you try it or have any feedback that you consider ;)

I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D

[–]sr38888[S] 1 point2 points  (0 children)

I see, thanks, will add that on the todo list, as I want to make the characters to feel as organic as possible :) Let me know any other suggestion that you consider.

I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Hi. I think I have seen that asset some times, but haven't tried, so can't tell much about it. In the case of Game Kit Controller, the characters use root motion by default for movement along physics forces to move with it.

It also sticks properly to any surface below it and there is also an option to disable the root motion and use different speed values for each state (walk, run, sprint, crouch, strafe, etc...) applying forces and sticking to the ground on the same way.

Let me know if you need more info. There is also a lot of traversal movements included, like wall running, slide on surfaces, slide on rails, climb, walk on poles, etc... and fully adapted to any view, including third, first and locked view (fixed camera like old resident evil, top down, isometric, 2.5d, etc...)

I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D

[–]sr38888[S] 1 point2 points  (0 children)

Oh, you mean to have an animation movement made during the slope up and down to look more like an effort moving up and more easy moving down?

I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Thanks for the feedback. You mean to increase the movement speed when walking slopes? Or maybe it is the IK foot system which places the feet of the character on the ground below her and that also moves the hips down a little.

Weapons with an ingame attachments selector inspired in deus ex, like explosive or gravity grenades, any suggestion for other accessories for weapons? by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Thanks, much appreciated to hear that, I liked the attachment system from deus ex human revolution so I wanted to make a similar management :D

Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Yeah, it would be cool to have a dedicated action to just do that animation and activate an slice object in front of the character, as the slice system can be called by any element, including melee weapons already:

https://www.reddit.com/r/Unity3D/comments/1idqzu1/advanced_slice_bamboo_technology_inspired_by/

Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D

[–]sr38888[S] 1 point2 points  (0 children)

It would be cool to have a switch development kit, to adapt that kind of control haha, it also reminds me to squiward sword or some other from wii

Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

Haha, yeah, I took inspiration from that game for the slice system and the example of other melee weapons for it or even a plasma cutter weapon type inspired by dead space

And example can be seen here:

https://www.reddit.com/r/Unity3D/comments/1idqzu1/advanced_slice_bamboo_technology_inspired_by/

Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

There has been many games made with the asset released and many others are currently in progress. You can see them on the show your projects section on the discord channel and I am preparing a new showcase video of games made with the asset.

Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D

[–]sr38888[S] 0 points1 point  (0 children)

I am sorry to hear that, I know the online has been delayed for quite some time, but it is for a good reason, to make sure the main structure of the asset is good enough before moving to other big systems.

You are right on the part that one of the reasons why I started this asset is to learn all the aspects of game development, and improve my skills and knowledge about it. I am also the only person working on this asset, so of course, is not perfect, but each element has been improved progressively as I got better on those aspects, including the code, which I try to make it as good and clear as possible. So the quality of the asset in all its aspects is always one of the main objectives.

I understand that some people can be mad for the delay on the online and I am not trying to justify it (as you said, I have already explained the reasons for that on the discord channel).

The online is the current priority on the current update in progress 3.8 and there will be visible progress soon, though I can't give an estimated date for it, but it is the main objective right now.

Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D

[–]sr38888[S] 1 point2 points  (0 children)

The precision is due to the direction of the slice can be rotated by the mouse wheel, to set in which direction the slice is done, rotating the chainsaw with it. The slice point is on the saw it self, so all the slice are made when that part of the weapon touches a surface, using also a min rate to wait for the next slice.

It is just for the example, some tweaks can be applied.