Just so you’re aware, I’m not trying to cause a stir or anything like that. Just offer some insight from the consumers point of view. – I’m really excited for this next version, and I understand being a big update, it would warrant being its on entity, but you do have to keep in mind that a lot of us have already purchased the previous version, so its a bit discouraging (while also really cool) to have a new one come out that’s leaps and bounds better and the older version not being brought to that point instead. I’m viewing it like so:
Lets say I bought a really cool game, and then they improved the game by adding loads of cool gamemodes that improved the experience. 1. I understand, that a free update for all that content is cool for everyone that backed it before, that’s kinda the perks of backing a project early. but at the same, i definitely feel it should be paid to some degree. A free update is a bit silly for something this different 2. I’d also be okay with that being available as a paid expansion. Maybe add the price difference and then apply it to the expansion. - I’d just like them to be more on equal ground. Having some features added to one, but not to the other is a bit of a let down. In short, just something on this new transitition to support previous buyers, beyond just an exclusive feature.
Anywho, sorry for the small story. As for a pitch (for both systems) - Boss logic would be cool (boss health bar, maybe some other special abilites, etc) Spell Casting would be cool, a hit counter with rankings (akin to DMC/Bayonetta/Ninja Gaiden) would be amazing. Leveling up your char to unlock new combos would be cool (like buying combos in dmc)
Yeah I’ll think about it some more. As for the pitches, technically two of those are already covered, and I like the other two as well. Still, the interaction pitch is kinda winning for me, but I guess a factor to consider in choosing the special is what gets the most votes :).
Okay people! You asked for it, and now I’m very excited to say you’re getting it.
I’ve given it a LOT of thought, and I’ve decided I’m going to make the successor an update for The Art of Combat, instead of a new pack!
The Art of Combat’s tagline is “The Complete Combat System For The Unreal Engine”, and that’s a promise that I should live up to.
So for everyone of you awesome 116 guys that’s purchased the pack thus far at its current cheap price, you’re about to receive a massive return on investment :). Thank you very much.
For those of you on the fence, who haven’t purchased the pack yet, now is the time to make up your mind and get it. The price for the pack will shoot up after the inclusion of the new update, so make hay :D.
I’ll give some time before I post the update, about 1 month.
New Blueprints and Improvements in the coming update:
New Complete Archery System (Ranger Class with the ability to use melee attacks as well as ranged attacks)
New Steam API Integration For Singleplayer/Multiplayer
New AI Personality Improvements (The AI is now even more intelligent, using a combination of certain variables and probability for Action Design like AI Aggression Level (Aggressive, Reactive, Passive), Preferred Hate Rank Level of Target (High, Mid, Low), Current Energy Checking Priority (Defines the probability of the AI to “want” to check its energy levels to make sure it has sufficient energy), Energy Refill Threshold (High, Mid, Low)
New Character Improvements (Gender Definition - This can have several applications from customizing characters’ looks to their sound effects (it is already tied to the SFX sounds for damage receipt), New Graphs - AI Graph, Ranger Graph, Defense Graph (Parries, Parry Counters, Responsive Evade System, Feints, Feint Counters, Blocks and Guard Breaks), Attack Graphs (Quick, light, heavy attacks, Throw Projectiles), Movement Graph, Targeting Graph, Equipment Graph, Damage Graph, Hits Graph, RPG Graph, Attack Techniques Graph, Special Techniques Graph, SFX Graph
New Projectile Classes (One Parent and children for different kinds of projectile movements - linear, angular, etc)
New Projectile Deflection System (Built into the character and projectile blueprints, similar to Naruto Ultimate Ninja Storm’s Kunai/Shuriken deflection system)
New Modular RPG Component (Contains code for very detailed and visually visible (in the UI) Regeneration and Draining of Stats, Level Ascension (by Experience Points), Class/Sin Assignment, Attributes that affect Stats like Vitality, Insight, Acuity, Strength, Precision etc, Stats that are affected by Atrributes like Health, Health Regen Rate, Energy, Physical Damage, Magic Damage, Melee/Ranged Accuracy etc, Stat Point Assignment (Auto/Manual Distribution of Stat Points For the player and AI), Modular Animation Montage Assignment, etc
New Game Mode Templates For Various Battle Scenarios (Survival, Versus)
New Multiplayer Multiplayer Lobby Template and Mode Templates For Online, LAN and Local Multiplayer gaming
New Animation Blueprint with several new notifies, new animation graph segments, more robust state machine for each class, new SFX Graph
New Announcer Blueprint and Announcer Sound Class
New Pickup Systems
New Special Technique Blueprints
New and Improved AI and Player Controller Blueprints
6 New Example Maps for the various game modes
Several New UI Widgets (Front End Menus and several Sub-Menus, In-game HUDs, Game Mode-Specific HUDs , Notification Interfaces, RPG Character Management (Stats, Equipment, AI, Overview))
New Render to 3D Blueprints
Revamped Character Blueprint (Now instead of having two character blueprints for the player and AI, all the code is handled in one character blueprint for player and AI control)
Improved Game Instance Blueprint
Improved Multiplayer Support (All the code has been optimized for better multiplayer networking bandwidth usage, and best practices for RPC are now in place)
Ready For Integration with other Marketplace Assets like the Footsteps Sounds Blueprints, Kubold Animations, Options Menu Kit…
The Art of Combat is now on Gumroad!
45% discount code (based on price for June 2017 update) (Limited sale): adrayviancombat
Get it now: https://gum.co/theartofcombat
New Blueprints and Improvements in the coming update:
New Complete Archery System (Ranger Class with the ability to use melee attacks as well as ranged attacks)
New Steam API Integration For Singleplayer/Multiplayer
New AI Personality Improvements (The AI is now even more intelligent, using a combination of certain variables and probability for Action Design like AI Aggression Level (Aggressive, Reactive, Passive), Preferred Hate Rank Level of Target (High, Mid, Low), Current Energy Checking Priority (Defines the probability of the AI to “want” to check its energy levels to make sure it has sufficient energy), Energy Refill Threshold (High, Mid, Low)
New Character Improvements (Gender Definition - This can have several applications from customizing characters’ looks to their sound effects (it is already tied to the SFX sounds for damage receipt), New Graphs - AI Graph, Ranger Graph, Defense Graph (Parries, Parry Counters, Responsive Evade System, Feints, Feint Counters, Blocks and Guard Breaks), Attack Graphs (Quick, light, heavy attacks, Throw Projectiles), Movement Graph, Targeting Graph, Equipment Graph, Damage Graph, Hits Graph, RPG Graph, Attack Techniques Graph, Special Techniques Graph, SFX Graph
New Projectile Classes (One Parent and children for different kinds of projectile movements - linear, angular, etc)
New Projectile Deflection System (Built into the character and projectile blueprints, similar to Naruto Ultimate Ninja Storm’s Kunai/Shuriken deflection system)
New Modular RPG Component (Contains code for very detailed and visually visible (in the UI) Regeneration and Draining of Stats, Level Ascension (by Experience Points), Class/Sin Assignment, Attributes that affect Stats like Vitality, Insight, Acuity, Strength, Precision etc, Stats that are affected by Atrributes like Health, Health Regen Rate, Energy, Physical Damage, Magic Damage, Melee/Ranged Accuracy etc, Stat Point Assignment (Auto/Manual Distribution of Stat Points For the player and AI), Modular Animation Montage Assignment, etc
New Game Mode Templates For Various Battle Scenarios (Survival, Versus)
New Multiplayer Multiplayer Lobby Template and Mode Templates For Online, LAN and Local Multiplayer gaming
New Animation Blueprint with several new notifies, new animation graph segments, more robust state machine for each class, new SFX Graph
New Announcer Blueprint and Announcer Sound Class
New Pickup Systems
New Special Technique Blueprints
New and Improved AI and Player Controller Blueprints
6 New Example Maps for the various game modes
Several New UI Widgets (Front End Menus and several Sub-Menus, In-game HUDs, Game Mode-Specific HUDs , Notification Interfaces, RPG Character Management (Stats, Equipment, AI, Overview))
New Render to 3D Blueprints
Revamped Character Blueprint (Now instead of having two character blueprints for the player and AI, all the code is handled in one character blueprint for player and AI control)
Improved Game Instance Blueprint
Improved Multiplayer Support (All the code has been optimized for better multiplayer networking bandwidth usage, and best practices for RPC are now in place)
Ready For Integration with other Marketplace Assets like the Footsteps Sounds Blueprints, Kubold Animations, Options Menu Kit…
The Art of Combat is now on Gumroad!
45% discount code (based on price for June 2017 update) (Limited sale - 99 left): adrayviancombat
Get it now: https://gum.co/theartofcombat
Amazing work, happy to see that you’re releasing the new work as an update to the original (even though I don’t own it) – respect for showing love to your supporters.
I plan to buy this at some point in the near future (perhaps not until after the price goes up), but is there any chance you’ll be releasing some documentation or videos to at least skim over how to integrate your system into a project? For example, I’m going through the documentation and tutorial vids for the Dungeon Architect plugin at the moment, and it’s really convinced me to buy the plugin I see that you’re happy to personally help each of your users on Skype (which is awesome), but IMHO some reference materials, even a single page of step by step screenshots with descriptions, would reduce some of your support workload over the long term and be a good selling point for potential buyers on the fence.
Thanks @acatalept, and you’re absolutely right. I’m also working on step by step tutorial videos and I’ll have those ready in the coming weeks. I’m also working on an elaborate pdf document as well.