Side Scroller Shooter Kit - Cover system, Human AI, QTE System & much more!

Hi there
A while ago I started working on Side Scroller Shooter Template for marketplace, featuring “in-depth” aiming, AI, QTE system, cover system and many more fetures.
In depth aiming is similar like in Shadow Complex but actually aiming changes to 3rd person shooter mode. It’s all done in blueprints.
Here’s a feature list and videos.

Marketplace site: https://www.unrealengine.com/marketp…er-shooter-kit

Documentation link: https://docs.google.com/document/d/1…it?usp=sharing

Discord channel - ShooterKitSupport

Videos:

Trailer

watch?v=Fm8yzCKy3JQ

Features level gameplay

watch?v=dMFhNfkLmH4

Demo level gameplay

watch?v=Ezl1hk762jk

Example campaign, UI, options and save game framework

watch?v=oCNx1CHWxlc

Major features:

Movement:

**- Running forward

  • Running backward
  • Crouching
  • Sprinting
  • Jumping
  • Slide
  • Vault
  • Melee attacks
  • Side kick attack
  • Ledge climb
  • Crouching walk **

Gameplay and others:

**- Orienting character based on mouse position

  • 3D Crosshair
  • 2D aiming adjustable on mouse movement
  • In depth aiming
  • Shooting (while idle, running, jumping and crouching)
  • Gun - assault rifle
  • Gun - pistol
  • Gun - shotgun
  • Gun - silenced pistol
  • Weapons change
  • Gun recoil
  • Decals on bullet hit points
  • Dummy enemy
  • Turret enemy
  • Objects reacting to certain type of weapon
  • Demo level
  • Features level
  • Deadly obstacles
  • Simple checkpoint system
  • UI (health, ammo, type of weapon)
  • Main menu - (select level, options, quit)
  • Launchpad
  • Pickable items - (health, ammo)
  • Elevator
  • Contextual cover system for player
  • Human AI
  • Pathnode system for human AI
  • Pathnode animation system for human AI
  • Stealth kill
  • Gamepad support for gameplay
  • Ladder climbing
  • Save game framework
  • Pause Menu
  • Laser sight
  • Camera system - camera moving smoothly to destination when player enters trigger
  • Flying bot enemy
  • Flying pulsing plasma enemy
  • Spawn drop component
  • Loot objects
  • Dissolve material function
  • Exploding barrel
  • Button panel with IK targeting
  • Physical material which make noise and alert enemies
  • Enemies are able to alarm each other
  • Destroyable cover points and vault for AI
  • IK targeting button panel
  • Shield for enemies with autoregenerated health
  • Surveillance camera
  • Input icon changes dynamicly from keyboard to gamepad and vice versa
  • Quick time events system **

Price: $69.99

Updates:

4.12 patch 1 - now live - Changelog:

  • AI - fixed bug when reseting current cover point actor reference while switching to patrol mode
  • Player - cover system - fixed issue when player was exiting cover point while crouching. With very high FPS player’s character mesh could be relocated under the map a bit. This was due Z offset check function called in animation BP after cover exit.

4.13 compatibility update - now live - Changelog:

  • Player - ladder climb - disabled hit reaction logic when player was leaving ladder from top. This caused issue when player get’s hit at that time.
  • Main menu - added interaction component to main menu pawn - old interacting method with 3D widgets didn’t work as stated here https://answers.unrealengine.com/que...ng-in-413.html
  • Animation blueprint - player and AI - deleted some cashed poses because they didn’t work for some reason
  • Options - switched fullscreen option text from “on” to “off”. For some reason game always launched in window mode. Simple text switch fix that.
  • Known issue - when player or character is placed in the world, he has bit skewed arms for some reason. In blueprint and game is OK so it’s not a real problem
  • AI - fixed bug when reseting current cover point actor reference while switching to patrol mode
  • Player - cover system - fixed issue when player was exiting cover point while crouching. With very high FPS player’s character mesh could be relocated under the map a bit. This was due Z offset check function called in animation BP after cover exit.

Tutorial by Steve Sierra how to add a new level to project:

Cheers

Side_Scroller_Shooter_Kit_Featured.jpg

Looks great, love the aiming to 3rd person

looks pretty awesome and I say go with the ladder climbing but if you can make it so they can also shoot when climbing like old school contra

Thanks! That’s a plan, although it’s pretty tricky to make, but I will try :slight_smile:

cool :slight_smile: Are you planning on submitting it without those extra features and adding them over time or are you going to get everything done first?

When will this be available? Are you planning on doing an early release. I would love to get a hold of this now

I plan to work on this until christmas a then submit it. Goal is to make main features first, but if I will have enough time, I will make additional features too. Of course it will be accordingly cheaper/more expensive.
After christmas break I will add rest.

If you want something sooner or have any feature request - let mi know. Maybe it won’t take much time and I will add it to “version 1.0”.

As I wrote before - I plan to submit this on christmas. I think I will make “version 1.0” first, with core features, and then add more. I don’t know yet exacly when it will be avalible, it depends on Epic.

Thanks for the update. Cant wait. Really looking forward to having a look at it

Out of interest how long has this took to develop so far?

I started about 3 weeks ago and working almost everyday. I think it took me around 100 working hours so far.

Hey got a question and a few suggestions -

Suggestions:

  1. Is there any QTE (Quick Time Event) functionality in this kit?
    Example 1: - Press X once to hack terminal.
    Example 2: - Press X repeatedly to hack the terminal
    Example 3: - Hold X for 3 seconds to hack the terminal.
  2. Is there any form of Cover System in this kit?

Questions -

  1. What platforms is this kit intended for?
  2. What will be the overall price for this kit?
  3. Is there a health system in this kit?

If you need any more ideas look at the game CounterSpy which did an awesome job with the 2.5D Shooter esque game play.

Some good ideas. I personally would love to see controller support for right stick movement of the reticle. CounterSpy is a fantastic game and this kit is getting very close to being a good basis for making such a game

1 Not now, but there is no problem to implement it. So I will add them. :slight_smile:
2No

Questions:
1 Windows PC with gamepad support, although I think it can work easly on any platform. I don’t have any other hardware so I’m not able to test it.
2 Not decided yet, but I think around $50
3 Yes

I will add controller support.

Added new video and update notes

It’s almost finished ^^

Awesome. Can’t wait to see it

Looks great! Will there be support to add Enemy A.I other than stationary turrets? Like A.I enemy that runs around to kill the player?

Thanks ^^
Yeah, I’m thinking about it. I need more time to test some things, but I think I will be able to do this. In January probably.

Submitted it today.

Uploaded new video with UI and save game framework

wow great work