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[Released] Game Kit Controller: Engine with melee, weapons, vehicles, crafting & more! 3.75

Discussion in 'Assets and Asset Store' started by sr388, Sep 1, 2015.

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What features/systems do you prefer to arrive sooner for next updates on GKC?

  1. AI behaviors options, able to drive vehicles and fire turret weapons

    25.6%
  2. Armor/cloth system: stats, damage resistances, etc… & character aspect customization (fallout)

    30.0%
  3. Cover System and Climb system based on Breath of the wild and Assassins Creed

    36.2%
  4. Online multiplayer (using mirror as first solution and include others later)

    42.0%
  5. VR integration including 1st/3rd person and locked views

    10.1%
  6. Full body awareness (FBA) to see player’s legs, body and arms in first person

    18.5%
  7. More types of controls, similar to Diablo, MOBA & RTS and similar genres

    10.6%
  8. More tools/creator wizards on the asset workflow (tell about them)

    13.4%
  9. Integrations with other assets (tell about them)

    16.2%
  10. More RPG/Scifi elements/mechanics (tell about them)

    12.3%
Multiple votes are allowed.
  1. Brandon_Powell

    Brandon_Powell

    Joined:
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    I BROUGHT POPCORN AND MOUNTAIN DEW!!!!
     
    sr388 and TymNetwork like this.
  2. TymNetwork

    TymNetwork

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    Jan 16, 2014
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    A BLEND OF GOODNESS!!!!
     
    sr388 likes this.
  3. sr388

    sr388

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    HI EVERYONE.

    I DON'T KNOW WHY ARE WE YELLING..... BUT I LIKE IT.

    Ok, so I have to tell a couple of things:
    First, the update is complete.....But, the asset draft is not (also, today has been almost impossible to use the draft system of the page -.- But I have made the description in another side, so that is done) That means that the asset doesn't need more work or test right now.

    Second, I need to ask you a couple more of days (literally) to complete the craft (which consists in take and edit the captures, add the description and record a little video (shorter that other times, I think is better like that))

    Third, emerald integration, along with other little things will be added in another update which will be uploaded very soon after the current update.

    Four, here the complete list of new features:
    • PLAYER
      • Any number of extra jumps
      • Steps particles and footprints
      • Ragdoll when character dies or receive damage higher than x
      • IK for powers, weapons, vehicles, ….
      • Land mark on player’s feet
    • CAMERA SYSTEM
      • Shake on damage
      • Headbob with states and external shakes
      • Static and dynamic headbob
      • Fixed camera positions with option to follow player (alpha)
    • HEALTH SYSTEM
      • Damage screen with fade color and damage position icons
      • Damage and heal numbers in screen
      • Advanced damage detection for characters, vehicles, ….anything
      • Configure weak spots, damage multipliers and one shoot killed zones
      • Complete editor to configure easily damage receivers
    • INPUT
      • Unified keyboard, touch and gamepad input
      • Enable or disable every action
      • Gamepad support with movable mouse cursor
      • Very customizable touch controls and editor configuration
      • Configurable path to save input, saves, captures, etc….
    • PLAYER WEAPONS
      • Extensible and very customizable player weapon system
      • Fire in First and third person
      • Advanced use of IK: No animations needed
      • Full weapon HUD
      • Change between weapons in any camera view
      • Separated camera for weapons in first person
      • Draw, walk, aim and keep weapon actions
      • Insane amount of configurations
      • Procedural weapon sway and motion
      • Realistic physics projectile shells
      • Insane amount of options to shoot: spread, projectiles per shoot, clip size, bullet speed, bullet force amount, explosion radius
      • Camera shake for every fired projectile
      • Smooth transition in weapon change, camera fov aiming, …
      • Procedural weapon recoil
      • 5 different weapons: pistol, regular shotgun, assault rifle, double shotgun and missile launcher
      • Pick and drop weapons ingame
      • Decals manager
      • Weapon and ammo pickups
    • INVENTORY
      • Powerful inventory system
      • Pick, drop, use, lock or read info for every inventory object
      • Use objects by menu, interaction button or trigger
      • Animation in objects used
      • Complete custom editor system to configure every object added
      • Any number of slots and amount of objets per slot
      • Smart inventory management
      • Lock, rotate and zoom in every 3d model object in game
      • Easy capture manager: Use actual 3d model images
      • Increase inventory size in game with bags
    • VEHICLES
      • Hovercraft, aircraft, hoverboard, sphere mode and weapon turret.
      • Camera states, set any number of camera positions
      • Hoverboard waypoint system
      • Skids manager for vehicle wheels
      • Advanced input setting for vehicles
      • Shake states on damage, accelerating, shooting, ….
    • MAP SYSTEM
      • Procedural map builder, any shape is possible
      • Configure different floors and rooms
      • Map menu: change between floors, zoom, icons info, …
      • Place and remove map marks ingame
      • Configure easily any type of map icon: enemies, doors, elevators, vehicles,….
      • Map beacons and quick travel stations
      • Set map zones as hidden to be revealed when player reaches them
      • Unlock map parts with map pickups
      • Configure map zone color and map room texts
      • Map glossary according to map icons configured
      • Compass with 8 directions
    • PICKUPS
      • Full pickup system for ammo, inventory, weapons, …
      • Powerful pickup manager: configure once, use anywhere
      • Breakable crates
      • Pickup drop system for crates, dead enemies, explosive barrels, ….
      • Pickup chests with configurable object spawn position
      • Random amount of pickups in drop system and chests
    • INTERACTION ELEMENT IN SCENE
      • Buttons
      • Procedural doors
      • Procedural elevator
      • Hackable password panels
      • Ziplines
      • Jump platforms on trigger and on button pressed
      • Pressure plates, activate them with weight
      • Wayoint moving platforms
      • Heal and damage triggers
      • Falling platforms
      • Teleportation platforms
      • Player waypoint system, reach every point in the path!
      • Vending machines, instantiate anything
    • GRAVITY
      • Change gravity for any object
    • PLAYERS MODE
      • Normal, jetpack, sphere controller and fly
    • AI
      • Nav mesh AI system
      • AI can use weapons
      • Advanced waypoint patrols
      • Find friendly AI and give orders: wait, follow, attack and hide
      • Ragdoll when dead or damage received higher than x
      • Footstep system with particles and footprints
    • SAVE SYSTEM
      • Configure any number of slots
      • Save with time played, camera capture, date and other game info
      • Save/load player position and scene
    • OTHERS
      • Event trigger system, call any amount of functions when player picks a weapon, lock a room when he enters, ….everything you need
      • Physics system to grab, rotate, zoom, drop and throw objects.
      • Create any system with health and destructible, like a rotating laser trap!
    • POWERFUL CUSTOM EDITOR
      • Most systems have an advanced editor allowing a perfect workflow.
      • Editable list: change order, remove, add, clear,….
      • Tag and layer manager: add and remove as you need, import project is not a problem anymore

    I really sorry for this, I really, really (really) want to release this update once and for all. Just the boring part left to do.

    Regards.
     
  4. hopeful

    hopeful

    Joined:
    Nov 20, 2013
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    EXCITEMENT

    @sr388 - Can you submit the update to the store and THEN work on the videos and other stuff? Or must it be done before you begin the submission to Unity?

    Because Unity will hold it a few days after you send it to them, I imagine.
     
    sr388 likes this.
  5. TymNetwork

    TymNetwork

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    Jan 16, 2014
    Posts:
    84
    HAHA...the YELLING IS FUN!


    Never fear, your fans will wait until your able to post the update.

    nearly rhymes...


    Thanks for the heads-up.

    LET THE MAN WORK!
     
    sr388 likes this.
  6. rrahim

    rrahim

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    Nov 30, 2015
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    I finally picked this up today in anticipation for the big release.
    Truly amazing developer you are!
     
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  7. sr388

    sr388

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    @hopeful It would be the perfect system, but unfortunately, you have to put all the links (videos, images, text, demos, files,....) and then submit all of it. If you make another craft, you are placed back to the end of the queue. Usually, my updates only took a couple of days, though I know a lot of people that waits a lot more, maybe for the moment of the update.

    @Tym777 Oh yeah.

    @rrahim Thanks for the support, anything means a lot.

    And thank to all of you for your interest and time. Next message will be to announce the uploading.

    Regards.
     
    TymNetwork likes this.
  8. Firesoft

    Firesoft

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    I.. i cant sleep.. help!
     
  9. TymNetwork

    TymNetwork

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    Just MOMENTS away...haha...!!
     
  10. MAXFORCE

    MAXFORCE

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    May I ask for Behavior Designer and A* path finding integration. Will be very good.
     
    rrahim likes this.
  11. rrahim

    rrahim

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    I second this
     
  12. TymNetwork

    TymNetwork

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    The worlds most compatible asset out there...in the making. =)

    SECONDS AWAY FROM GREATNESS !!
     
  13. Brandon_Powell

    Brandon_Powell

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    Honestly, the long wait for this update is a little frustrating, but not being able to count on a release date is REALLY frustrating.
     
  14. sr388

    sr388

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    Hi everyone.

    Perfection takes time.....But this asset is far from being perfect, so it is already uploaded in the asset store xd. So yeah, in a couple of days (this is the regular time for my previous updates).

    Again, sorry for so much delays, every of it killed me a litte inside. For now, it has reduced beta price for new buyers
    (35 instead of 40 dollars). I will make another update soon with video, full documentation, improvements and some new features.

    Hope you like this update.

    I will think about them.


    Regards.
     
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  15. neoshaman

    neoshaman

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    Also don't play the new zelda, nobody want this asset to be more awesome with all teh idea you will have while playing this game. ;)
     
    sr388 likes this.
  16. sr388

    sr388

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    I will try to resist the temptation....(seconds later).....well, I failed (too much shine in the photo xd):

    20170306_154445.jpg
     
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  17. TymNetwork

    TymNetwork

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    Who is going to post first that they got it?
     
  18. TymNetwork

    TymNetwork

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    Not up yet. Unity3D is chewing on it now. Screenshot_20170307-175424.png
     
  19. TymNetwork

    TymNetwork

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    All is quite on the homefront.
     
  20. sr388

    sr388

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    Yeah, it seems that the asset team is taking more time than usually in my other updates. This also happens to other developers, so lets see if they don't take too much to release it.
     
  21. uni7y

    uni7y

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    it's in the store now!!!
    still much to cheap!! this asset is worth so much more then 35 USD :)
    OK no time to spend in the forum now!!! it's time to dive in now :p
     
    sr388 likes this.
  22. hopeful

    hopeful

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    Downloading Game Kit Controller now ... :)
     
    sr388 likes this.
  23. sr388

    sr388

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    Hi everyone.

    I know that most of you already know it (because asset store tells it xd) but version 2.3.6 has been released. Also, new name, GAME KIT CONTROLLER (I think is better and more clear than the previous).

    Any way, like in every update, feel free to any feedback.

    Thanks men. Yeah, I know that the price stills low. It will change in every update, accoding to the new features. Also, this is a beta release, so I prefer to keep this range of price for now.

    Regards.
     
    emperor12321 likes this.
  24. makeshiftwings

    makeshiftwings

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    I'm trying out the test scene now in a fresh project in Unity 5.5.1 and I'm having lots of issues. Most of the keys don't work; I can't get the gravity power (R and F) to do anything, the Power menu (backslash and alt) doesn't work, changing powers doesn't work. Mouse buttons don't do anything when trying to use powers or punch/kick, they do work if I draw a weapon with Y and shoot. I tried rebinding the keys in the edit input menu but they still didn't work when assigned to new things. Holding Shift to go up walls sort of works but also spams the console with errors about bounding boxes. Some of the dispenser buttons like hoverboard error in the console and don't do anything if pressed. I got the gravity power to work once, somehow, after mashing lots of buttons repeatedly, but I wasn't able to replicate it. When pressing C to enter touch mode, there doesn't seem to be any way to exit touch mode (all the keys stop working and there's no touch button to exit). There are a few missing textures as well on crates and boxes. Most of the Inspector editors spam the console logs with warnings about there being mismatched GUILayout.BeginVertical / GUILayout.EndVertical.
     
  25. sr388

    sr388

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    That is weird. I think that the input manager is using the old input file, so it doesn't trigger any action. Try by removing the old map button file from persistent path. Once that, go to input manager and press the button Save To File or choose the option Load Editor Config, instead of Load File inside the Save Settings option.

    Tell me if this works or not.

    Also, I am going to download the asset from the asset to check if something went wrong in the upload. I will be back in a few minutes.
     
    Last edited: Mar 9, 2017
  26. sr388

    sr388

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    Ok, I have tried the asset in a clean project. The input manager works perfectly. I think that you have choosed the weapons mode for the player (check the name in the upper left corner of the screen, below the health and energy bar) which is the mode by default. In Player States Manager (in the gameObject Character) you can choose the default mode at the beginning of the game. Check the actions list in Edit Control Input option in the pause menu.

    Press H (by default the change mode button), to change between weapons mode, combat mode and powers mode. Every mode enable or disable allows to use different key actions.

    There is some problem with the textures in a few meshes. Also, the component with the GUILayout warning is the PickUpIconManager in the gameObject Character. I will fix both of them. Also, I am working in the documentation too, to show every detail and configuration possible and avoid any confussion.

    Thanks for tell me.
     
  27. Gorgoth

    Gorgoth

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    I wonder if the camera can be set to a "topdown" position and the controlls of the vehicles and the player still work reasonable? I'm looking more for a top down controller for some isometric views than a 3rd / 1st person controller but the feature set of GKC itself is great and a lot of it fits my needs.
     
  28. sr388

    sr388

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    Hi Gorgoth.

    Right now there is no that type of camera, at least for player (for vehicle you can configure a fixed camera at any position and angle to follow the vehicle).

    The more closest is a new fixed camera system already added in the latest update, similar to resident evil. It is in alpha state, due to it doesn't work with aiming weapons or powers yet (in the demo scene is the gameObject "lockedCameraSystem(alpha State)", inside "Other Elements"). But in the next update I will improve it, to have a system very similar to code veronica, with following cameras too and allowing to aim to any direction from a fixed camera with the mouse. Right now allows to define any number of fixed cameras with the option to follow player's position.

    Of course, along with that, I will add a topdown camera system (love hotline miami, I will make it similar to that) and 2.5D too, being able to aim too.

    Regards.
     
    rrahim likes this.
  29. makeshiftwings

    makeshiftwings

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    Ah, H is the button I was missing. I kinda feel there are too many button presses required for simple things, like if you're punching someone, you need to press H, H, Y, P, G before you can shoot a gun. I also noticed the issue with R, it only works in certain modes. In Weapon mode it doesn't appear to work at all; if I switch to Combat Mode then press G to Aim and THEN press R, it will work. I'll try it out a bit more and see if I can figure out what's going on.
     
  30. hopeful

    hopeful

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    Yeah, I'm probably going to set up a HUD to allow me to skip some of those keypress mode changes.
     
  31. sr388

    sr388

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    It is due the amount of actions defined (almost all the letters in the keyboard) and it is intended, to show the different game modes.

    But at the same time, you can disable actions in the Input Manager. For example, you can disable the button to change mode, and configure the weapons mode as default in the Player States Manager. Like this, your game is focused in shooter. The same can be done with powers. In combat mode you can use powers and combat at the same time.

    R is used for activate the gravity power in powers mode and to recharge the weapon in weapon mode. I want to find a way to simplify the controls scheme.

    Also, I am going to upload a new update in a few minutes with fixes for the missing textures, a bug for weapons displaced when the player enter in ragdoll mode and get up and a couple of fixes more. Also, I have include a little introduction text in the doc, to explain the first steps and basic stuff.

    Regards.
     
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  32. hopeful

    hopeful

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    That's all good ... it's just that I can't remember all the key codes and I want to get started using it. So I may make myself a little HUD that has the function name and the key code, and I can click with my mouse when I forget the key.
     
  33. Azarock35

    Azarock35

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    Great kit! You have dates for 2.4? Its would be nice to have a date as its expected to develop my games with the 2.4 directly :)

    Good continuation
     
  34. sr388

    sr388

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    Thanks @Azarock35. Not yet, I want ot think the main features that I will add in the next update and then set a fixed date to release it, avoiding any delay. I will tell more here asap.

    Regards.
     
    emperor12321 likes this.
  35. TymNetwork

    TymNetwork

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    Love all the extras!!

    I am having small issues when adding
    Older 3D characters. The guns don't appear.
    I will screen record some crazy things that happen when one over used abilities.

    Love the update as I try everything.
    So much to find.

    T
     
    sr388 likes this.
  36. sr388

    sr388

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    Thanks @Tym777. Glad to know that. (sometimes, even I forgot things added xd)

    @Razmot showed me this video about a controller demo, and I want to make something similar for this asset, so it can be easier to try every feature:



    Yes, setting a new 3d model for the character is more "manual" than before for some elements, like the weapons, where you need to set the hands of the actual model in the inspector. But this is temporary, I am already working in that, to get a change of model in just a couple of clicks like before.

    Regards.
     
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  37. Vampyr_Engel

    Vampyr_Engel

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    Hello this looks like a great asset with A.I included as well and I am trying to make an F.P.S R.T.S where you will be driving hovertanks and flying spaceplanes and players will be fighting on spherical Planets and Moons. It would be like Battlezone 98 Redoux and Battlezone 2/Conflict Freespace/Freespace 2/Wing Commander Series so players would be fighting in space. Also I have an idea for making a 3d Asteroid game where you do fight on planets as well. as well but just a few questions.

    1) Can I make Mobile vehicles like Factories?

    2) Can I have A.I have Factories and spawn points in bases so they can send out A.I to attack the players base?

    3) Can I use other assets with this like Rewired so I can set joysticks up like Joystick H.O.T.A.S's as well as gamepads and mouse and keyboard?

    4) Can I use mouse and keyboard and Joysticks simultaneously with this package?

    If so I would definitely buy this asset. I am very interested in it.



     
  38. neoshaman

    neoshaman

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    OK, I'm sorry I have to do it, can you have shield surfing (or feet surfing) and a proto chemistry engine :eek: Okay put me in psychiatric unit I'm going crazy now
     
    sr388 likes this.
  39. sr388

    sr388

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    Hi @Vampyr_Engel, thanks for your interest and questions. Sounds interesting.

    1) Do you mean movable building which can be driven? If you mean that, yes, the current vehicle system allows to drive anything with all the parts needed (health, energy, ammo and weapons for a vehicle, pickups for them, state manager to check if the player is driving if or not, damage manager, position to place the player and IK for him, camera system with any position configurable,.....). The only part needed in this case would be the script that controls the building in you want a very specific behaviour for that kind of vehicle (or use the other controllers already created, like hovercraft type for example, so it would float above the ground).

    2) Do you mean something similar to wave system? In that case, yes, but that feature will be added soon, along with an improvement for the AI which is in an initial version.

    3) I don't have rewired, so I think that if you want to use it in this asset, it would need some code modification to use it. But I have made a custom input manager system very complete, with key rebinding, full mobile support with joysticks and touch buttons testable in PC too and gamepad support rebindable too. It allows a lot of options and it is really easy to use, as you can define any number of actions and use them with different type of button presses (down, up and hold).

    4) Yes, it detects automatically if there is a gamepad connected and allows to use it at the same time that the keyboard. In the input manager you can configure the gampead button for every action defined. The gamepad that I have used to create and test this system is from xbox one, but I think that it should work with most of other controllers.

    My main focus is to build most systems that a game can use, as a way to gain knowledge, and then add support for other assets progressively, but I want to make my own systems first for input, maps, inventory, vehicles, etc.....

    Tell me if some answer is not clear or I didn't understand properly.

    Edit: Oh, I forgot your question from youtube about a spherical terrain. I am not sure, but if the collider is correct, it should work. But the current system for circumnavigate objects works using the normal of the object above the player, so that kind of surface could make the player to move weird. I want to improve the gravity system, adding a mode to attract the player to the center of the objects, so the movement circumnavigating objects would be better.

    After more that 45 hours of the new zelda, I can say that there is a lot of things that I want try to make, and this is one of them, so YES, PLEASE, YES.

    Regards.
     
    Last edited: Mar 18, 2017
  40. Vampyr_Engel

    Vampyr_Engel

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    Well in one of your videos you have the player walk and run about on any surface including spheres I assume that you can drive on Spheres as well
    1)So could you fly onto different spheres on the same level and walk/drive on them? And thats what I meant by Spherical terrain or a Planet as in the game s : Emporium : Galactic Survival , Elite: Dangerous, Star Citizen :eek:r Super Mario Brothers game( I can remember the name of it now)

    2) I don't know about the wave system but the way I see it is the enemy Factories manufacture say 20 tanks, 20 ground bomber tanks, 20 fighters, 5 bombers ,and they go and attack the players base which would be quite armored with S.A.M sites, Gun Towers, Machine Gun Turrets Tanks and Aircraft e.t.c to protect the players base and the enemy A.I attacks the players base and the players army or team and I was thinking that well it would be stacked attacks so you wouldn't get a big attack untill you have a very well armored and powerful base but if wave means that then yes

    As I looked into your videos I now have idea's for not just destroying bases but that you could also capture a base i.e In my game you will have a Mobile Recycler, Refabricator, Factory Maker and Space/Air Factory You land on a planet and you have to set up 5 bases and destroy the enemies 5 bases to win that level but with things like touch screens and computer interactions as you have in your video show piece well it could be you could capture certain enemy factories with advanced technology or break into Satellite rooms or enemy Headquarters to retrieve or steal laptop or destop computers, yes your package has given me a lot of ideas for my game.

    Oh and if you have time check out a game called Battlezone II and Battlezone 98 Redoux on YOUTUBE and Steam as thats kind of how I wish my game to be inspired on but in space
     
    Last edited: Mar 21, 2017
    sr388 likes this.
  41. sr388

    sr388

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    1) Yes, you can both walk and drive on spherical objects, I want to improve the vehicle control circumnavigating objects (it is not perfect yet) About flying, I think that you mean to fly while the plane rotates around the planet, I am right? I would like to make that kind of system too. The only plane/aircratf that the asset has can fly freely and land in any surface.

    2) Mmmmm, I see. That system sounds cool and relatively easy to make. It could be used as a way to make different kind of AIs and test the wave system, with an added level of strategy. I will take a look at that.

    For example, a factory can produce x enemies every certain amount of time, and if you reach the main panel, and hack it, then the models build are friends, so they can help you or give orders to them, like the current AI system. Sounds cool.

    Happy to know that new ideas come from the asset. I will check those games, any suggestion is always welcome.

    Thanks and regards.
     
  42. Vampyr_Engel

    Vampyr_Engel

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    449
    Yes well it would be great to fight in space and fly in and out of the Planets Atmosphere say you are fighting near a planet and also it would be cool to fight in Space as well so you could do this on the same level And yes that would be good if you could fly around the planet either way while the planet rotates on a 24 planet simulation.

    I would not have the A.I factory produce the enemies right away I think it would be good to let the player build his base first and to hide his base but once his base is built then suddenly attack it . Also if you could attack the Enemy A.I factory take down its defenses and the forces around it and send in an Armored PC to attack the Main factory ( I.E It loads up your A.I soldiers and you have an escort it to the base and then break into the Main factory and you have to fight the enemy A.I to get into the main Factory and hack the computer to gain control of the Base as a matter of fact you get control of all of the enemies bases on the planet if you attack the enemies Main base) , only thing is they can do the same to you so you have to find a way to defend your base while attacking the enemy Main Base i.e have slow and some fast and stationary units such as Gun Tower's, Turrets, Walkers, Treaded and Hover Tanks and Ariel units you can have to defend the Main and your other bases while you can have the same except for Turrets to attack the other bases.


    I hope you do check those games and I am glad you like my ideas thank you
     
    Last edited: Apr 12, 2017
    sr388 likes this.
  43. roswel

    roswel

    Joined:
    Feb 21, 2013
    Posts:
    5
    error inventoryCaptureManager.cs error cs0117 System.IO.File does not contain a definition for 'WhiteAllBytes' how to solve it ?
     
  44. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,890
    I think that you are using the webplayer mode in unity.

    Use this:
    1. #if !UNITY_WEBPLAYER
    2. //stuff that isn't supported in the web player, WhiteAllBytes in this case
    3. #endif
    Also, you can change the mode to standalone for example.
    Tell me if this works or not.

    Regards.
     
  45. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,890
    Hi everyone.

    Sorry for the silence these days. I have been working in the project of the master, it is a little boring but I really need to focus on it right now. The bad part is that I haven't been able to keep working in the new update.

    The good part is that I am using a part of this asset for the project, so at the same time that I work on it, I can detect bugs, parts to improve or add new features and options, cool (I have already fixed and added some stuff).

    Anyway, I will focus in complete the full documentation of the last update too and finally remove the beta state of the asset.

    Btw for those of you that already bought the asset before the last update, remember that it has a new name: Game Kit Controller, just in case you search the old name in the store.

    Regards.
     
    emperor12321 likes this.
  46. Vampyr_Engel

    Vampyr_Engel

    Joined:
    Dec 17, 2014
    Posts:
    449
    Oh yes just want to say I bought this product and will be experimenting with it for my R.T.S F.P.S Game
     
    Last edited: Apr 12, 2017
    sr388 and emperor12321 like this.
  47. TymNetwork

    TymNetwork

    Joined:
    Jan 16, 2014
    Posts:
    84
    My focus is :

    1- To change the characters and enemies with characters of my own.
    2- Change the vehicles to my own vehicles.
    3- Add my own environment and interiors with your special components like computers and turrets.
    4- Make my own weapons.
    5- Use the gravity control to travel from planet to planet or special interiors.

    Cheers to the updates that will help me with this list.
     
  48. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,890
    Of course, all of that and more will be included. Most of the objects have been done to replace their model with your own easily.
     
    JoelAcuna likes this.
  49. Vampyr_Engel

    Vampyr_Engel

    Joined:
    Dec 17, 2014
    Posts:
    449
    Oh yes I forgot to ask you would it be possible to add an eject so when your or any vehicle gets destroyed the a.i or player driver/pilot's vehicle gets destroyed the pilot/driver ejects autmatically on a planet they eject but can use a jetpack to fly a bit longer and in space they eject with an ejection pod that would be minimally armed so they can get back to a Starbase, Space Station or Star cruiser?
     
  50. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,890
    Sound interesting, the pod vehicle it is a good idea for bigger vehicles, like a spatial station, or a big space ship. I want to make some space ship similar to star citizen, where you can walk inside of it, get out to move in the space and be able to back in or call the ship so it comes toward you. I definitely will work on it, combined with the zero gravity control (similar to dead space 2) for the player will be very cool.

    Currently, there is an option to eject the player from a vehicle when it explodes, instead the player dies, so you can use which you need.

    Regards.