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

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

    Leave a comment:


  • replied
    Originally posted by DjGrave View Post
    cool Are you planning on submitting it without those extra features and adding them over time or are you going to get everything done first?
    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".


    Originally posted by jonny2027 View Post
    When will this be available? Are you planning on doing an early release. I would love to get a hold of this now

    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.
    Last edited by hamsterPL; 12-07-2015, 05:56 AM.

    Leave a comment:


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

    Leave a comment:


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

    Leave a comment:


  • replied
    Originally posted by DjGrave View Post
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    Looks great, love the aiming to 3rd person

    Leave a comment:


  • 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 - fhttps://discord.gg/6rgv5Tj


    Videos:

    Trailer



    Features level gameplay




    Demo level gameplay




    Example campaign, UI, options and save game framework




    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:

    https://1drv.ms/b/s!ArQ2o4Lr9uLggVHc3Hhg_w9lcMjJ


    Cheers

    Click image for larger version  Name:	Side_Scroller_Shooter_Kit_Featured.png Views:	1 Size:	276.9 KB ID:	1191281
    Attached Files
    Last edited by hamsterPL; 07-05-2019, 11:55 PM.
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