Adventure Kit WIP

Duffer123

Member
@Sangemdoko - hi, just wondering how this Kit is coming along?

[edit] will this kit support, stats, modifiers, conditions, abilities, races, classes, skill trees, all those sorts of RPG and Adventure tropes?
 

Sangemdoko

Moderator
Staff member
It is coming along ok, we had to delay it a bit to focus on the new UIS and UCC versions coming out very soon.
Once that is released we'll start working on this kit full time.

This package will include a very simply stat system that integrates with item attribute and character attributes. That stat system includes modifiers and you may extend it to include custom modifier functions.

I'm not sure what you mean by conditions.

The package will include some new character abilities, such as Carry and Push/Pull.
I'm guessin you are refering to a ability hotbar? That's not something we plan on adding in this Kit. Instead we will show using items from the hotbar. Similar to how the magic fire spell works in the integration demo.
If you organize your item/character abilities a certain way you can easily map Item Actions to item/character abilities which you can use to make your own custom ability hotbar.

Races, Classes, Skill Trees and other RPG elements will NOT be included in this package.
By Adventure Kit we plan on making something closer to a Zelda or Uncharted game, with exploration, traversal and puzzle solving using items and equipment you collect.

Our goal with this package is to show a project using UCC and UIS working toghether with scene transitions, saving, etc... It's also a way for us to improve both UIS and UCC by pushing them to their limits.
 

Duffer123

Member
It is coming along ok, we had to delay it a bit to focus on the new UIS and UCC versions coming out very soon.
Once that is released we'll start working on this kit full time.

This package will include a very simply stat system that integrates with item attribute and character attributes. That stat system includes modifiers and you may extend it to include custom modifier functions.

I'm not sure what you mean by conditions.

The package will include some new character abilities, such as Carry and Push/Pull.
I'm guessin you are refering to a ability hotbar? That's not something we plan on adding in this Kit. Instead we will show using items from the hotbar. Similar to how the magic fire spell works in the integration demo.
If you organize your item/character abilities a certain way you can easily map Item Actions to item/character abilities which you can use to make your own custom ability hotbar.

Races, Classes, Skill Trees and other RPG elements will NOT be included in this package.
By Adventure Kit we plan on making something closer to a Zelda or Uncharted game, with exploration, traversal and puzzle solving using items and equipment you collect.

Our goal with this package is to show a project using UCC and UIS working toghether with scene transitions, saving, etc... It's also a way for us to improve both UIS and UCC by pushing them to their limits.
Thanks for the reply. I have a better understanding of the scope now. My 'condition' I meant things like 'burning' or 'poisoned' say which effect Stats over time, that sort of thing. I am guessing that is not directly in scope either? TBH, I am now more interested than ever though in the next releases of UCC and UIS... :)
 

Sangemdoko

Moderator
Staff member
We'll have a trigger that attacks the player over time (a poison area). But we do not have a status effect system.
The way the poison will work is using a custom damage processor which checks if you have an item equipped that prevents poison damage.

We'll also have a new feature to enable/disable Character States depending on items that are stored in certain item collections. For example have different character states when the character equips something. This can in return let you do whatever you want using the state system, for example it can be used to enable/disable character abilities, change character speed, and much more
 

plufz

New member
Is there any chance that the abilities push, pull and carry could be released in a smaller package as well e.g like the climbing pack? I would like to use that in my game but I have no need for the UIS parts.
 

Justin

Administrator
Staff member
Is there any chance that the abilities push, pull and carry could be released in a smaller package as well e.g like the climbing pack? I would like to use that in my game but I have no need for the UIS parts.
You will be able to use those abilities separate of the Adventure Kit, but we won't include them as part of a larger pack until we have more abilities we can publish together.

Has the adventure kit arrived yet? If not eta?
It's still in development. We currently don't have an ETA, but it'll be sometime early next year.
 

plufz

New member
You will be able to use those abilities separate of the Adventure Kit, but we won't include them as part of a larger pack until we have more abilities we can publish together.
That is great news!
It's still in development. We currently don't have an ETA, but it'll be sometime early next year.
I’ll gladly beta test this if that means that I can get my hands on the abilities sooner. :)
 

m633games

New member
I'm also happy to test/give early feedback, I already have Third Person Controller, UIS, BD, Dialogue System and Quest Machine
 

opsai

New member
One feature I request is an AI that can aim & fire gravity affected arrows with variable strength/draw of the arrows/bow depending on the distance & height between the player & aiming enemy. I guess it'd also need to take into account the gravity in the scene set in Unity.

I think currently the bow shoots straight projectiles that are not affected by gravity. So, the AI using a bow is just like shooting a gun, but an AI that is able to aim projectiles affected by gravity with variable draw/strength would really add realism.

Also, another pack with improved Melee would be nice. Currently Unity asset store is lacking a polished Melee combat assets unlike Unreal.
 
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nathanj

Active member
@opsai
You can use the throwable item type for spears. It is very limited but does give you a semblance of a realistic spear throw. But I agree that eventually a more refined ability for this would be extremely welcomed.
 
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