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[Released] Adventure/Horror Complete Kit + Manor [New LogHouse]

Discussion in 'Assets and Asset Store' started by Mars91, Jun 8, 2015.

  1. Mars91

    Mars91

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    Here's a list of "What's new" in version 1.45
    - New rotating Puzzle
    - Mobile interaction
    - Control puzzles with keyboard/joypad
    - Dialog "cutscene" camera

    Soon after 1.45 I will release 1.46 version which will feature uSequencer interaction.
     
  2. Rose-Remnant

    Rose-Remnant

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    These features look awesome cant wait to see an AI with to round out the package
     
  3. Mars91

    Mars91

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    Just completed keyboard NumpadPuzzle controller. It works like a charm, I'm now moving on rotating puzzle, will let you know asap ;)
     
  4. Mars91

    Mars91

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    I'm happy to tell you that now EVERY puzzle works with Mouse/Touch/Keyboard(and Joystick)
     
  5. pushingpandas

    pushingpandas

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    Will the Forest be including into this asset or will you sell it seperatly?
     
  6. Mars91

    Mars91

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    It will be included in this assets ;)
    Cheers
     
  7. Rose-Remnant

    Rose-Remnant

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    The new forest level looks awesome.
     
  8. Mars91

    Mars91

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    Since we will submit 1.45 version really soon (probably today), I will soon post a pic for the new upcoming puzzle ;)

    Glad you liked it ;)
     
  9. Rose-Remnant

    Rose-Remnant

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    is a simple AI still on the road map?
     
  10. Mars91

    Mars91

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    SURE!
    We completed the enemy's model we will share more info really soon ;)
    When the AI feature will be released we will also publish (as free update) other (cool) enemies ;)
     
  11. Rose-Remnant

    Rose-Remnant

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    Was gonna say if you add a donate button lol and add it will love ya for ever. :p
     
  12. Mars91

    Mars91

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    Sorry but I don't understood what you mean with "donate button."
    You are asking to add a donate button to the kit to allow users to raise fund from their game?
    If yes, I will take a look at this and will let you know asap.
     
  13. Rose-Remnant

    Rose-Remnant

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    no a donate button for you to add features lol
     
  14. Mars91

    Mars91

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    Oh xD understood.
    I will probably do that when FPH's site will be online.
     
  15. Mars91

    Mars91

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    The loghouse's interior are coming out pretty well, I will be able to post a screen really soon.
    I'm also working on uSequencer integration (will be available in version 1.46, probably the next week).
     
  16. Mars91

    Mars91

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    With version 1.46 or 1.47 I will drop Unity 4.3 support.
    FPH will only support Unity 4.6+ and Unity 5.0.1+.
    Why? A lot of users asked for official UnityUI support and this will be only possible by upgrading the package to Unity 4.6
    I really hope to make this update available the next week together with uSequencer integration.
     
  17. crolele

    crolele

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    Hello, i don't know too much to script so i have problem with this error when i use numpad ingame

    UnassignedReferenceException: The variable ingameCamera of FPH_NumPad_Interactor has not been assigned.
    You probably need to assign the ingameCamera variable of the FPH_NumPad_Interactor script in the inspector.
     
  18. Mars91

    Mars91

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    Hi, that really easy to solve (you can find a fix to this problem in the doc too) you will only have to select the numpad interactor and assign FPSCamera (playerCamera or whatever is the name of player's camera) to ingameCamera ;).
    You contact me by email ( footprint.sftw@gmail.com ) in case you need more help.
     
  19. crolele

    crolele

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    thanx :) can u add AI enemy to this project please? it would be awesome!
     
  20. Mars91

    Mars91

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    That's absolutely on our roadmap, we completed the enemy model, and we will release the AI together with/after "The Forest" update.
    There are a couple of important things that needs to be done before like complete mobile support, life system and strain system after that we will release our AI ;)
     
  21. crolele

    crolele

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    Very nice of you :) good luck i hope it will look awesome :)
     
  22. Mad_Mark

    Mad_Mark

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    Is there an ETA for the forest update?
    Also, when will the documentation be updated?

    Love this asset, by the way. Good work. It's taken me quite a bit of poking around to integrate it with my current project, but that is due to my own n00b-ness. It really looks cool! Really like the security cams.
     
  23. Mars91

    Mars91

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    The Forest update will be released this month, it will be released before AI update and will come together with life system and a lot of other cool "survival" feature ;)
     
    Rose-Remnant likes this.
  24. Mars91

    Mars91

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    Really happy to tell you that FPH is now completely compatible with UnityUI.
    I've also added a simple pause screen/system.
    Next thing left to do is uSequencer integration ;)
    I will probably submit this minor update the next week.
     
    Rose-Remnant likes this.
  25. Mars91

    Mars91

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    Version 1.46 is ready and will be submitted on monday, remember that FPH will only support Unity 4.6.1+ ;)
    The forest update is almost ready, will share some new screen tomorrow morning ;)
     
    Rose-Remnant likes this.
  26. Rose-Remnant

    Rose-Remnant

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    All the updates look great and sound great keep up the good work.
     
  27. Mars91

    Mars91

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    Thank you so much ;)
     
  28. Mars91

    Mars91

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    Version 1.46 has been submitted.
    Here's what's new
    - UnityUI is now officially supported
    - uSequencer Integration
    - Pause system
    - Lightswitch
    - Updated documentation
    - Dropped support for Unity pre 4.6.1
    - Fixed newline bug for inspector
     
    Rose-Remnant and rchassereau like this.
  29. Rose-Remnant

    Rose-Remnant

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    I know you guys are gonna come out with an AI update that will work nicely but I finally got a simple AI working my self.
    I cant wait to see what you do to make it even better.

     
  30. Mars91

    Mars91

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    Really cool! Well done!
     
  31. Rose-Remnant

    Rose-Remnant

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    Here is an update and the code if anyone wants something simple to work with for starters


    Code (JavaScript):
    1. var target : Transform; //cant't be bothered to do any commments
    2. var moveSpeed = 3;
    3. var rotationSpeed = 3;
    4. var range : float=10f;
    5. var range2 : float=10f;
    6. var stop : float=0;
    7. var myTransform : Transform;
    8. function Awake()
    9. {
    10.      myTransform = transform;
    11. }
    12.  
    13. function Start()
    14. {
    15.       target = GameObject.FindWithTag("Player").transform;
    16.  
    17. }
    18.  
    19. function Update () {
    20.      //rotate to look at the player
    21.      var distance = Vector3.Distance(myTransform.position, target.position);
    22.      GetComponent.<Animation>().CrossFade ("idle");
    23.      if (distance<=range2 &&  distance>=range){
    24.      myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    25.      Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    26.    
    27.      }else if(distance<=range && distance>stop){
    28.  
    29.      //move towards the player
    30.      myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    31.      Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    32.      myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    33.      GetComponent.<Animation>().CrossFade ("floatForward");
    34.      }
    35.      else if (distance<=stop) {
    36.      myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    37.      Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    38.      GetComponent.<Animation>().CrossFade ("scythe3HitCombo");
    39.      }
    40.  
    41.  
    42. }
     
  32. Rose-Remnant

    Rose-Remnant

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    When will the forest update be out?
     
  33. Rose-Remnant

    Rose-Remnant

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    When I do Development build with the included particles I get this....

    Is there something I need to do in the project settings? Also the arm does not display with the flash light.
    upload_2015-9-23_11-5-23.png
     
  34. Mars91

    Mars91

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    Sorry for my late answer.
    For some reason Unity didn't send me a notificatikn email?
    I sent you a PM
     
  35. Rose-Remnant

    Rose-Remnant

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    Cool thanks, was just wondering why it was not rendering the arm and the particle effects
     
  36. Rose-Remnant

    Rose-Remnant

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    Updated to new version of Unity and fixed it....Just in case anyone else has this issue
    upload_2015-9-30_10-51-3.png
     

    Attached Files:

  37. Mars91

    Mars91

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    In case you are wondering where is the update that I submitted the past week Unity should approve it really soon (I hope today).
     
  38. Mad_Mark

    Mad_Mark

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    This update includes the forest and exterior of the house?

    Mark
     
  39. Mars91

    Mars91

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    The LogHouse (interior+exterior) update will be the one after the update that should be approved really soon ;)
     
  40. Mars91

    Mars91

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    I sent an email to Unity to know about why does things are taking so long.
    I will let you know asap. ;)
     
  41. Mars91

    Mars91

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    They just answered me, there are some delay with ALL AssetStore updated, you will need to keep waiting, sorry.
    ALL the LogHouse assets are ready and will be released for FREE with the next update.
     
  42. Mars91

    Mars91

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    Version 1.46 is out now!!
     
  43. Rose-Remnant

    Rose-Remnant

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    Looking forward to the outside update, the assets am using now load really heavy so would be nice to have some optimized stuff
     
  44. Earthsnake

    Earthsnake

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    Hi! Nice asset there, kudos!

    I have few questions, if you don't mind:
    1. Can we implement quest system within the asset mechanic? If yes, please give me a brief technical method to implement it.
    2. How versatile the mechanic for the dialogue? Can you integrate with dialogue system asset?
    3. About the battery, what's the use of it?

    Thanks!
     
  45. Rose-Remnant

    Rose-Remnant

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    Hey guys I know they are working on an AI update but I made some more progress on mine by adding a spawner and am going to share here. So more or less the spawner works on by walking into it and the ai now triggers a death scene if he attacks now, also he only stays spawned for a certain amount of time so if you are able to escape him he will despawn.

    So these scripts works well if you want to have some simple ghosts chasing you around or something if you walk into the wrong room.


    Here is the updated AI
    Code (JavaScript):
    1. var target : Transform; //cant't be bothered to do any commments
    2. var moveSpeed = 3;
    3. var rotationSpeed = 3;
    4. var range : float=10f;
    5. var range2 : float=10f;
    6. var stop : float=0;
    7. var myTransform : Transform;
    8. var lifetime = 10.0;
    9. function Awake()
    10. {
    11.      myTransform = transform;
    12.    
    13. }
    14.  
    15. function Start()
    16. {
    17.       target = GameObject.FindWithTag("Player").transform;
    18.  
    19. }
    20.  
    21. function Update () {
    22.      if(gameObject.name == "REAPER_LEGACY(Clone)"){
    23.          Destroy (gameObject, lifetime);
    24.      }
    25.  
    26.      //rotate to look at the player
    27.      var distance = Vector3.Distance(myTransform.position, target.position);
    28.      GetComponent.<Animation>().CrossFade ("idle");
    29.    
    30.      if (distance<=range2 &&  distance>=range){
    31.    
    32.      myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    33.      Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    34.    
    35.      }else if(distance<=range && distance>stop){
    36.  
    37.      //move towards the player
    38.      myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    39.      Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    40.      myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    41.      GetComponent.<Animation>().CrossFade ("floatForward");
    42.      }
    43.      else if (distance<=stop) {
    44.      myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    45.      Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    46.      GetComponent.<Animation>().CrossFade ("scythe3HitCombo");
    47.      loadDeathScene();
    48.      }
    49.  
    50. }
    51.  
    52. function loadDeathScene(){
    53.      yield WaitForSeconds (5);
    54.      Application.LoadLevel ("DeathScene");
    55. }
    56.  
    57.  
    and here is the spawner

    Code (JavaScript):
    1. //spawnobject is the enemy or whatever you want to create
    2. var spawnobject : Transform;
    3. //spawnspot is a array that you put the spawn locations into
    4. var spawnspot : Transform[];
    5. //numberofEnemiesToBeSpawned is the number of spawnspots you have, make sure the number is the same!
    6. var numberofEnemiesToBeSpawned : int =3;
    7. //this is just the number that decides which place they are spawned at according to how they are setup in the array
    8. private var spawnedEnemies : int = 0;
    9. //it is a OnTriggerEnter, and is setup so only the tagged 'Player' will set it off
    10. function OnTriggerEnter (other : Collider) {
    11.     if (other.gameObject.tag == "Player" ) {
    12.         //the most useful part in this, where it keeps looping through till everything is spawned
    13.         while (spawnedEnemies < numberofEnemiesToBeSpawned) {
    14.             Instantiate(spawnobject, spawnspot[spawnedEnemies].transform.position, Quaternion.identity);
    15.             spawnedEnemies++;
    16.         }
    17.         destroy();
    18.     }
    19.     return;
    20. }
    21.     //this destroys the script so it doesn't keep getting triggered
    22.     function destroy (){
    23.         Destroy(this, 0.0);
    24.     }
     
    rchassereau likes this.
  46. Mad_Mark

    Mad_Mark

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    Pretty slick, DK! Good job, and a nice contribution. Tie that up with that scary pop-up, and you can scare the be-jeezes out of friends and neighbors. 8)
     
  47. Rose-Remnant

    Rose-Remnant

    Joined:
    Nov 14, 2012
    Posts:
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    Thanks its nothing fancy but it does get the job done, works well with my Reaper Model. Goal is to add particles and sounds now.

    One thing I learned which will help alot of people when working with spawns and stuff is working the with this tag ""REAPER_LEGACY(Clone)"" which is the clone of your Transform you are using. In my code I have a stagnate Reaper Model somewhere in the world where the player will never see it, and when the spawn is activated it creates a clone of it. So it helps to know to delete the clone which why I call that destroy on it. Whats also nice it it does not destroy the Reaper Model so you can have many spawn points in your game and as long as you destroy the clone you can have as many enemy's as lag will allow. Oh and one more thing you dont have to create a tag called "Reaper_Legacy(clone)" it will just look dynamically for it all by its self.

    Had to edit this damn thing a few times cuz was still typing in camel case.
     
    Last edited: Oct 13, 2015
    rchassereau likes this.
  48. Rose-Remnant

    Rose-Remnant

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    Here is a demo of what you could do with those scripts I made and this great starter kit. Food for thought.



    And here is a sample with a demonic rune

     
    Last edited: Oct 13, 2015
    Mad_Mark and rchassereau like this.
  49. Mad_Mark

    Mad_Mark

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    Loving it, DK. Got a sweet and timely Halloween theme going on there. Makes me want to see some ACTION. Next update, let's see that boney ass reaper take a swipe at you, and then send his behind back where he came from! That was five bucks well spent.

    Mark
     
  50. Rose-Remnant

    Rose-Remnant

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    Thanks man the feed back is awesome. Here is a vid of a test alter. More or less the idea is that if you dont follow the clues and open the wrong door he finds you, but if he does not kill you you can get a key that opens more doors.

     
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