Hi,
I have been following this thread for some time, would love to test as well if need be. I also would be interested in the replication of the multiplayer logic.
Hi,
I have been following this thread for some time, would love to test as well if need be. I also would be interested in the replication of the multiplayer logic.
Thanks everybody. I’ll make sure to pick some beta testers as soon as I get my climbing system to that stage
Your asset looks great but I wanted to bring something to your attention. I’ve contacted Mixamo in the past, before Adobe bought them, and they told me I could not sell an asset with their animations, or any form of media where the source animations/files are available/ exposed raw. They have to be in a package like a game which the original files are inaccessible in there raw form from the end user. Just a heads up. Because if this wasn’t the case I probably would have released my climbing asset in the state it was months and months ago.
Edit: link to license agreement: Adobe ID
Quote: “While the characters and animations can be used commercially we require that the final assets be ‘embedded’ in a way that they are no longer editabled 3D data. For example, you can sell a graphic design or video using your character and animation assets, but you cannot directly sell a Fuse character.”
Not trying to be the bearer of bad news, I’m just looking out for you.
If you need custom anims to get this out i have access to a top notch animator (my business partner). He is the real deal and could get you anything you need. We would have to work out the particulars but i don’t see that being a huge hurdle.
Would really like to see this asset hit the store.
Oh my. I was not aware of that. Thank you for pointing that out, I really appreciate your heads up. I’m really going to have to think about how I should proceed.
If we could make that work that would be really great. Thank you very much for your help.
This is spectacular! I hope you release this, it would be a huge boon to developers trying their hand at an action adventure game.
Amazing work Bugmee !!! Could you add ladder and zip line like ? Zip line: ALCS ZipLine - YouTube Ladder: Ladder System finished - YouTube I can not wait for release and I really want buy your system
Thanks I don’t think I’ll be implementing a ladder or a zipline any time soon. The system is pretty extensive as it is, so I have to be a bit picky about what I include in it. Nonetheless I do have some nice features coming your way. Be sure to check out this thread every once in a while in the near future.
I’m sort of glad to hear that, only because “Zip line” is not a I need for my game, and I really don’t want unneeded features to raise the target price of this system. Especially considering we already have a stand alone plug-in for it as is.
Update:
Since the last update I’ve added two new features. One beeing brick climbing, where you have some ledges that are in an arms reach that will then not be jumped at, but instead grabed and “climbed” at. If you are confused, there will be a small video demonstrating what I mean. This is not yet completely finished and still needs some work. The second is a that I very much like. I call it “action climbing”. Basically what it can do is, grab on to a ledge midjump. And while that doesn’t sound all to spectacular, it is pretty neat. Just watch the video and you’ll know what I mean
Just so you can make sense of the colors I have used for the different ledges:
Each object with a different color, has a different (custom) collision channel that is beeing used. Those objects that use two or more custom collision channels got the color of that collision channel, that determined the objects function the most.
Here a list of the different collision channels and their colors.
Green => Ledge
Red => Brick
Blue => Vine (not present in this video)
@RatAs1171,
Regarding the ladder system you asked for, I suppose you could “cheat” yourself a ladder with the brick climbing that I have implemented. Although it wasn’t intended to be used as ladder, it can be used to create one. However on that cheated ladder the player will only position the hands the correctly. I have added a small ladder at the beggining of the video so that you can take a look for yourself on how that would look.
Demonstration:
I <3 THAT !!! This “brick climbing” is similar to Tomb Raider Underworld system. I really like it !!! Very nice hand IK on that ladder. Keep doing more because your work it’s awesome !
New update:
I am currently in need of an animator. Since I can’t sell my blueprints with the current animations due to some licensing problems, I will have to find some other high quality animations. If you are a willing animator or happen to know of an animation artist who would be ready to provide some climbing animations, I would appreciate it if you sent me a pm so we can work out the details.
General information:
I am not really willing to sell the blueprints without appropriate animations since I put a lot of time and effort into this project and I would really detest distributing a system where half the work still has to be done by the buyer (also that would give an unpleasant impression of my work).
Thank you.
Sorry, I totally missed your reply to me :/. Well, climbing onto waist-high and other relatively low objects can be found in almost all action-adventure games. Tomb Raider, Uncharted, Assassin’s Creed, etc.
Here’s an example from Core Design’s Tomb Raider: Anniversary Edition (around 0:13):
Here’s an example in AC:Unity (at around 1:15):
Here one from Tomb Raider 1 (around 0:58):
One from Uncharted 2 (around 7:16):
And another one from Uncharted 2 (around 7:28):
As for the manual grab, videos won’t really help there, as it doesn’t really look much different on screen, the player just has to press an additional button. Basically, when you’re in the air, you need to press and hold a grab button in order for the character to grab the ledge. If you aren’t holding this grab button when the character reaches the ledge, the character won’t grab the ledge but will instead just keep falling as if there hadn’t been a ledge at all. You’ll also need to hold the button pressed while hanging from a ledge/shimmying. The second you let go of the button, the character will let go of the ledge.
Another that’d be cool to have is sliding down slopes (both backwards and forwards) like here (and also being able to jump off them):
Awesome :D!
As for animations, whoever ends up doing them for you, make sure they read this article first: Why Lara Croft, Nathan Drake, and Ezio Completely Suck at Climbing
It’s essentially a pretty good overview of some common mistakes animators make when creating climbing animations.
Thanks a lot @FrozenHarlequin
I don’t think I’ll be implementing any waist-high vaulting or slope sliding in the near future since I tried to really focus on the climbing aspects of this system. I can imagine however, releasing a seperate system in which I integrate those features (or similar features. An “Advanced Freerunning System” sounds like a fun thing to develop
But also with such a system there would still be the animation. I would need an animator who could provide me with the necessary animations, so that I can publish the system.
You could post a job offer here: https://forums.unrealengine.com/forumdisplay.php?76-Job-Offerings
Currently there is still no update. It’s not really looking good with the animations, but I will keep on searching for an animation artist.
Meanwhile, enjoy this small level I put together:
Hi Bugmee ! Nice demonstration level. I got some questions about project:
Hey @RatAs1171,
1.) I’ll make sure to create a better fitting level and make it available for testing (and hopefully also for bug fixing :D)
2.) The system is quite optimized I’d say. Traces are only used when needed and do not run non-stop. So the system’s share on frame time is quite low. The low framerate in the WIP5 video is due to a quite unoptimized environment and in the WIP4 video due to bad video recording settings.
3.) The problem with the Mixamo animations is not that they have to be distributed for free but that I am not allowed to distribute them in their raw form. So even if I did sell the code I would still not be able to distribute the animations, not even for free. And because it can take quite some time to adjust the Mixamo animations that are available for free on their website, I don’t think I would want to sell the system without appropriate animations since it could result in a bad customer experience.
Thanks,
Bugmee
I’m just curious, how many animations do you need? Or more specifically, what are the exact animations that you need?
[MENTION=33476]Aumaan Anubis[/MENTION]
Well, here’s a list
For standard movement on a ledge:
Braced Hang Idle (Braced = Feet on the wall)
Freehang Idle (Freehang = Feet not on the wall)
Braced Shimmy Left, Freehang Shimmy Left (Shimmy Left = Move left)
Braced Shimmy Right, Freehang Shimmy Right
Braced Hang to Freehang, Freehang to Braced Hang
Braced Hang Hop Left, Freehang Hop Left (Hop = Jump between two ledges)
Braced Hang Hop Right, Freehang Hop Right
Braced Hang Hop Right to Freehang, Freehang Hop Right to Braced Hang
Braced Hang Hop Left to Freehang, Freehang Hop Left to Braced Hang
Braced Hang Hop Up, Freehang Hop Up
Braced Hang Hop Down, Freehang Hop Down
Braced Hang Hop Up to Freehang, Freehang Hop Up to Braced Hang
Braced Hang Hop Down to Freehang, Freehang Hop Down to Braced Hang
For standard movement on a vine:
Vine Move Up
Vine Move Down
Vine Move Right and Vine Move Left currently use the same animation as Braced Hang Shimmy Right and Braced Hang Shimmy Left
For standard movement on bricks (or wall climbing if you prefer that term):
None, I currently use the Vine Move Up and Vine Move Down animations for the Brick Move Up and Brick Move Down animations.
For standard action climbing:
Braced Crash on Ledge (Grab a ledge while falling)
Freehang Crash on Ledge
Various other needed animations:
Standing To Braced Hang (Jump on to a Ledge)
Standing To Freehang
Climb to Surface from Braced
Climb to Surface from Freehang
Drop From Ledge (Just let go of Ledge without climbing to surface)