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[RELEASED] Action Adventure Kit

Discussion in 'Assets and Asset Store' started by softleitner, Apr 7, 2022.

  1. softleitner

    softleitner

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    Action Adventure Kit
    Store Demo Manual


    Action Adventure Kit has just been released!

    Action Adventure Kit aims to kickstart your next gaming project by providing a solid foundation for commonly used systems like characters, items or persistence. It is split into the AdventureCore framework and the AdventureSouls demo project which can be used to learn about all the systems or as a base to start developing from.
     
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  2. softleitner

    softleitner

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    Update 1.1.0 has been released!

    Full Release Notes:
    https://adventure.softleitner.com/manual/releases

    Some of the Highlights inculde an whole new stage for the souls demo which includes NPCs and a one way elevator as well as the new effects core system.

    It also includes plenty of changes to the core and souls code so be sure to be careful when upgrading existing projects.

    I have also released an integration for the ink narrative scripting language which can be found on github:
    https://github.com/Schossi/AAK_Ink
     
  3. softleitner

    softleitner

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  4. softleitner

    softleitner

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    you can find a list of repositories related to my assets that i try to keep updated here
     
  5. softleitner

    softleitner

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    Update 1.2.0 is now live!

    The new AdventureManual project contains a getting started tutorial with step by step instructions found here. https://adventure.softleitner.com/howto/gettingstarted

    The souls demo has been extended with throwables, two handing and bow&arrow.

    It also contains various smaller fixes and changes. One thing to watch out for is a changed namespace for the hide hud instruction which means it has to be reassigned. Other than that the changes should be mostly non breaking. I have already checked the Ink, Kinematic Character Controller and SceneConnector integrations and as far as I can tell these all continue to work without any changes.
     
  6. softleitner

    softleitner

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  7. softleitner

    softleitner

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  8. softleitner

    softleitner

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    Update 1.3.1 adds some smaller stuff to the Manual Project

    ADDED
    • Simple Third Person Prefab (AdventureManual/Prefabs/AAKThirdPerson)
      • Basic CameraController for Third Person
    • Resource System Manual Scene (AdventureManual/Systems/Resource/ManualResource)
      • Resource Bars for uGUI
    Something that did not quite make it for the Update is the E Key not working in the Title Screen Name Input.
    This is because in the UI Input Bindings that Key is assigned to Confirm which exits the Input.
    I did that so the E Key would also work to continue the Loading Screen.
    This can easily be fixed by just removing that binding and using a different one(the on in Action for example) for the Loading Screen so I wont release a patch just for that bug alone.
     
  9. softleitner

    softleitner

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    Update 1.4.0

    This update is the first in a series of 2-3 updates that focus on the second demo titled ‘Hero’
    it is experimental for now and subject to major changes in the future

    ADDED
    • AdventureHero Demo [Experimental]
      movement, attacking, lock on, item pickup and various other systems are already working you can check out the current state of the demo in the HeroDebuggingGeneral scene
    • AdventureCore.Tests Project
      contains test scenes for various features(lock on, timeline textbox)
    • Timeline TextBox
      can be used to display text using a timeline and pause it until confirmation
      examples can be found in AdventureHero and the AdventureCore.Tests Project
    • Timeline Instructions applies Character Instructions from a timeline track used in AdventureHero to suspend character movement while showing pickups
    • Additional Visual Scripting Nodes for Lock On, Acting, VectorDirection, …
    IMPROVED
    • Additional sounds in Souls Demo for Bow, Pebble, ….
    • Particles Effect for healing in Souls Demo
    • added PropelCharacterLocal which is useful for motions like jumping
    • horizontal velocity in CharacterControllerMovement improved
    • LockOnManager now also manages and exposes the candidate lock on point
    • LockOnManager now checks the entire ray between camera and potential points
      this means models with lock on points can’t be on the default layer
      therefore target dummies in souls are now on the new neutral layer
    FIXED
    • Sprinting not working in Souls demo until button released again
    • Bonfires did not suspend movement correctly
    • Projectiles not being destroyed in Souls Demo
    • E Key not working in Souls Demo Title
     
  10. softleitner

    softleitner

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    Update 1.4.1

    second update focused on the new ‘Hero’ demo

    ADDED
    • HeroDemo
      • Title Screen, Scene Transition and Death Action
      • First Person View
      • Gear and Equipment Menus, Health and Damage in HUD
      • Stunning Nut and exploding Bomb Equipment Items
      • Pouches that expand carrying capacity for Money, Nuts, Bombs
      • Carrying Blocks, Pots and Bombs
      • Heart, HeartContainer, HeartPiece, Coin, Nut and Bomb Pickups
      • …and much more, check out the HeroDebuggingGeneral and HeroTitle scenes!
    • InputBindingText
      displays current input binding in UI texts(Legacy, TMPro, UIToolkit)
      useful for texts like ‘Press {Confirm} to continue!’
    • StateManager
      simple state manager that acts through unity events
      used in Hero for game and HUD state
    • Simple UI Dialog Windows(OkCancel, YesNo, … decisions)
      usable from code and new custom visual scripting nodes
      used in hero demo for name input and delete save game check
    • Marching in MovementBase
      makes a character walk to or toward some target
      timeline track included so marching can be used in cutscenes used in Hero when entering and exiting scenes
    IMPROVED
    • More Custom Visual Scripting Units
      Hero uses visual scripting for a large part of its logic(see AdventureHero/Graphs)
    • More Custom Editors
      many of the core components now have custom editors for improved debugging
      trigger areas show their current items, actions can be started, items added, …
    • Save Data Window for PlayerPrefSaver
      see Window/ActionAdventure/SaveData or ‘Edit Save Data’ on the PersistenceContainer
    • TMPro Support
      Hero uses TMPro, Souls is still UIToolkit
    • Actions can be started by name if they are children of the main actor
    • CharacterControllerMovement can now apply weight(WeightPower field in Inspector)
    CHANGED
    • visual scripting now uses ICharacterAssociator instead of directly referring to characters
      ICharacterAssociator implemented by components that are directly owned by characters
      this allows units on actions to easily use the executing character
    • damage direction is stored in DamageEvent
      damage direction should be assigned to DamageEvent.Vector during IDamageSender.OnDamage
      TriggerDamageSender now has additional direction options(Up, SenderToReceiver, …)
    • force of damage and ragdolls is applied as ForceMode.Impulse
    • neutral layer tweaked to be more consistent with Player and Enemy
    • minimum recommended unity version increased to 2021.3.29
     
  11. softleitner

    softleitner

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    tons of new features in the hero demo, for example an animated title screens and smooth scene transitions
     

    Attached Files:

  12. softleitner

    softleitner

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    also pots, bombs, pouches, first person view and much more
     

    Attached Files:

  13. softleitner

    softleitner

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    Update 1.5.0

    ADDED
    • HeroDemo
      • Beach, Inland, Canyon and Temple levels
      • Wall Climbing
      • Block Pushing
      • Slingshot Gear Item
      • Skeleton Enemy
      • Various Passage(Door) Prefabs
        Scene Exit, Locked, Barred, Arena, …
      • Sword and Shield Items
      • Destructible Vines, Walls, Bushes
      • Random Loot Selection for Pots
      • Readable Signs
    • Visual Scripting Units
      • PlayAnimation
      • Ragdoll
      • VisualScriptingAction Bool/Int/Vector Received
      • Activate/Deactivate Damage
      • DamagedTriggerTotal/DamagedCharacterTotal
      • EffectAdded/Removed
      • Set/Reset/Override ManagerState
      • Manager State Changed/Entered/…
      • HasItem
      • SetDialogResult
      • AlignToPosition
      • ResetInput/Momentum
    • TimedAction
      simple action that ends after a set duration
    • GenericDamage damage type
      does nothing on its own, handling in Receivers
    IMPROVED
    • TriggerArea handles overlapping colliders better
    • TriggerDamageSender setting SendOnce
      only sending damage the first time a receiver is added per activation
      can be useful to avoid double damage from things like sword slashes
    • MotionAction setting OnlyGrounded
      disables the action when the character is not grounded
    • Gravity for ProjectileDamageSender
    • ResetMomentum in MovementBase
    • ResetMain in LockableCameraBase
      resets the player camera to the main camera
    • LockableCameraBase can also lock the cursor in Build
    CHANGED
    • CharacterControllerMovement now uses Physics.SyncTransforms() when teleporting
      disabling the collider prevented some trigger messages from occuring
     
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