the second update is out! The biggest changes include the update to 4.12 and a new game template:
New Features
Updated to UE 4.12
New Adventure Kit Side Scroller Game Template
New core sandbox map akin to the demo map which can be used independently from other templates.
Improvements
- Folder structure and assets are now in accordance with UE4 Marketplace guidelines.
- All meshes now have a correct scale and no longer need to be up-scaled to match character size.
Bugfixes
- Wall walking character no longer walks slower when player is looking at the ground or up.
- Transition action debug log flag prevented return statement.
- Fixed toggle cursor method, game lost input focus when cursor was shown.
- Entering a tight space no longer makes the character snap at the end.
Before i buy, i have a couple of questions. There are several game templates, right? Is it possible to combine features of these templates to make some unique type of gameplay? If so, how? Are there any tutorials on that?
I’m currently working on a Tomb Raider kinda game in Unity, but will switch engine soon because of some new pricing policy at Unity. So, i’m wondering if your package would be suited for that type of gameplay, and wanted to know if you would be willing to add Tomb Raider/Uncharted gameplay features.
Yes there are several game templates. You can download a demo with the levels here: Adventure Kit by Freetime Studio Except for the big demonstration level all of them are game templates on their own. Most mechanics should be combineable, though not always by simple drag and drop.
All movement features are tied to special zone objects that define the path a character can travel, transition components that define where a character can switch from zone to zone and configurable actions that provide physics modifier, animation, etc. to define how a character does it. Using that it is possible to implement custom movement logic (the zipline is an example that shows just that).
I do have a few feature requests to implement more Tomb Raider style mechanics, but I am currently working on multiplayer support first. After that is done I will implement more movement features.
Sounds awesome! Care to share which Tomb Raider features you are planning to add?
Also, i was wondering…the ledge hanging, does it work on round models too, or only on straight models like a wall? Would be cool to have the ledge hanging and wall climbing on more rounded shapes as well.
I got a message from the marketplace team and the kit will be out with the next batch of new releases! (Which should be in a couple of hours) There will be a 15% discount on it for the first week (until June 23rd). Due to marketplace backend restrictions only the plugin and documentation will be included in the marketplace download. You need to register your github account to get the game templates and content. How to do that will be explained in the technical description.
@ChrisV: I have so far requests for pillars, vaulting, ledge climbing with and without back wall, swimming, ledge backwards jump, hand and feet ik and spline zones. The later one answers your question about round shapes. Currently it’s only straight but I will make it so that any shape should be usable.
Just wondering…is it possible to change the speed or distance the arrow can fly? Currently, i have a feeling that the arrow falls too quickly, even at full draw strenght. Thank you!
Yes you can change that, in the BP_Projectile_Arrow blueprint select the movement component and adjust Initial/Max Speed to make it faster (the bow sets an interpolated value based on the draw strength) and Gravity Scale to control how fast the arrow falls down.
There is a tutorial on how a weapon of the kit was created here:
The other weapons are setup similarly. If you only want to replace the mesh you can simply replace the mesh components in the weapon and projectile blueprints.
Oh, one more thing though…when i press ‘Esc’ in my level, the level switches to the ‘ActionAdventureMap’. I’m using the ActionAdventure template for my game, i have the BP_AdvSample_GameMode in ‘World Settings’. What should i do to prevent that from happening? Thanks!
The BP_ActionAdventure_Character has the ESC action event bound to loading the overview or default map. Simply remove that part of the blueprint and it will stop doing that. I originally wanted to place this piece of code in the level blueprint, but the marketplace QA forbade me to use any level only scripting.
Hi FTC,
I bought your kit a month ago, it is awesome! =)
I would like to know, if it is possible to set up different distances and angle between the ledges? I mean, i dont want to do a flat wall for my character climb, i want a rocks, but i cant set up the ledges in diagonal or in a different distance in Z axis for example…
It is possible to change that? How to change that kind of transition?
Thanks.
I’d like to try to get my character to be crawling around on ceilings like Spider-Man, myself, but I’m having trouble getting him to, ah, orient correctly. Any thoughts? Just using the standard wall-climbing animation as supplied…
Also, how’s multiplayer coming? It’s a pretty important thing.