Game Kit Controller Available in the Asset Store Current Version 3.4 (November 24, 2022) GKC is the most complete engine solution with 1st/3rd Person Controller & unique mechanics, RPG systems, Gravity and Sci-Fi features! New Update 3.4 (Full Changelog): -Full Crafting System: build any object with blueprints/materials/ingredients and use workbenches and extract materials from ground! -Build and place any crafted objects on scene with a placement tool -Recipes/blueprints on scriptable objects and wizard creator -Durability system for armor/cloth, melee, fire weapons, objects... can be broken/repaired/disassembled -Multiple interaction system with input and hold press action -AI can take turns to attack inspired on Arkham games, steal or pick weapons from scene -Collapse/expand ingame menu panels GKC is a powerful engine which allows you to create most type of games very easily. Including a third/first person controller with seamlessly camera view, to cover almost any genre: shooter, adventure, action, puzzles, fixed camera horror/thriller, story telling, fast or slow paced type, 2.5d, top down, point & click, isometric, ... Save thousand of hours in development and focus on making your game. Designed with mechanics in mind and to be highly customizable or/and extended with your own code. It is the perfect foundation for your game and a great learning tool. Filled with ready to use mechanics. GKC contains amazing features not found on other packages. There are tons of possibilities. Enable/disable anything you need. Set up a character controller or IA in a couple of seconds. Very customizable effects and options: camera states, configuration and transitions, powers, weapons, touch controls, headbob, custom input keys, footsteps, vehicles and much more. FEATURES: Character Controller: A physics-based & root motion controller, with features to make the player more dynamic and feel alive, with advanced use of IK for feet, legs, upper body, hands and head track. Include many settings, as number of jumps, look in camera direction, ragdoll transition, drive vehicles, use weapons/powers, foot steps, ground adherence for slopes and stairs with mesh colliders and tank controls, crouch sliding, wall running, dash, climb ladders, lean, paraglider and wind zones ... Action system: configure easily new custom actions based on animations triggered by places of the level, specific situations, input, like sit on a chair, pick objects from the ground, open doors, press button, vault, slide, 360º direction roll/evade, walk on a cliff, etc... Available on the AI too. Camera System: Multiple camera views and states, including first and third person with collision detection, and any type of locked camera view, like fixed camera, top down, isometric, point & click, 2.5d, cutscenes, etc...Start the game in any view. The current view can make transitions to any other state, shakes, headbob and other feedback. It has also a powerful lock-on and aim assist. Abilities: The player can perform a large number of actions, like circumnavigate spheres & irregular surfaces, adhere to any surface, fire powers from his hands, customize new power behaviors, close combat system with combos, fly freely, use a possession system to control any object on the level, grab and carry objects on camera or in his hands, cloak/stealth system, shield, spell casting, throw objects, use grappling hook, etc... and combine it with the action system to use animations with it, with 30+ abilities examples! Advanced Gravity Manipulation: Up is down and left is right. GKC player has a very powerful gravity system which allows to walk on any surface, circumnavigate objects, adhere to any place. Different gravity zones can be configured on the same level, affecting to objects and vehicles as well and the gravity direction in these zones can change in real time, including zero gravity mode. Vehicles has the same gravity manipulation, drive anywhere! Character Creator: Create new characters with your own model in a matter of two clicks, including players and NPC/AI for friends and enemies. Custom Input System: unified keyboard, touch & gamepad input, using events to trigger any action and configure as much input keys as you need. Controls are ready to use on mobile and it allows to manage multiple gamepads for local multiplayer. Input can be rebind ingame and save/load it. Mobile Ready: all the controls, actions and features works in mobile. Touch controls can be enabled in editor and desktop at any moment. Advanced Weapon System: Extensible and customizable weapon system based on physics and IK, including new behaviors, allows to configure from regular weapons such a revolver or shotgun, to advanced tools, like a flashlight or an smartphone. Attachments can be configured ingame. Includes a decal manager for any type of surface for scorch, sounds and particles. Insane amount of options to shoot: spread, projectiles per shoot, clip size, bullet speed, bullet force amount, explosion radius, ... Now with Dual Wield weapons are now available, setting every weapon for every hand in real time. And animation management for weapons in 1st person, compatible with any weapon pack on the store. Inventory Management: Add and configure new inventory objects in a few clicks, including weapons, ammo, consumables, quest items and pickups. Each object can have weight and the inventory can have a weight limit. Inventory is managed through any type of category. These objects can be also examined in the inventory menu and inventory size can be increased ingame with bags. Crates and chest can instantiate these objects anywhere. Inventory banks included. New Hotbar added! Extensible Vehicle System: Car, motorbike, hovercraft, aircraft, hoverboard, ... based on physics, with advanced damage detection, weapons, IK for driver and passengers limbs and body, throw passengers on high collisions and camera states. New vehicle Wizard Creator added. Powerful Map System included, to configure tiles for every room, floor, building and exterior/cities of your game with an advanced map creator, with views in 2d/3d and compass. Use a mini map window with different icons for every type of object. Friend and enemy AI: including health bars, unarmed, weapons and combat type, advanced waypoint system for patrols, give orders to friendly AI, like enter on vehicles, factions to configure relations between NPCs and the player, hide from AI on places like grass or under a table. Also, now Zombies included! Interact with any device/object in the level, such as text screens, password terminals, computers, security cameras, padlocks, places with text messages for the player, buttons to press, doors, elevators, ziplines, jump platforms, pressure plates, heal/damage zones, teleportation platforms, puzzles, tutorial triggers, one way and waypoint platforms, explosive barrels, etc... RPG elements: XP and level, mission system to configure any type of quest, skills with upgrades, stats, currency, vendor system, stamina, oxygen ... with serialization. Melee Combat System: allowing to perform combos, special attacks, blocks with sword/shields, roll/dodge, perfect blocks, hit reaction system, throw/return weapon, warp ability, activate a slice mode, bow/arrows with effects, lock-on target and much more, including the AI brain for melee as well! Fire projectiles from melee weapons, like magic stuff or rifle/gun swords! Scene Manager to change of scene ingame, connect your scenes and levels through events, triggers and buttons, with auto save/load and fast travel stations. Complete Save/Load System: included in the package, it allows to save/load the game in any moment, save stations and checkpoints, with the most important info, including inventory, weapons, stats, experience, skills, missions, etc... Also auto save/load of info when changing to a different Scenes. Powerful Editor: The asset is made with very intuitive and easy to use custom editors, having the perfect workflow to create and configure elements like new inventory objects, weapons, maps, etc... in seconds. Packed with content: Multitude of systems to boost the development: health with advanced damage detection, dialog with decisions and branches, mission to configure any type of quest, local mulitplayer with split screen and multiple gamepad management, full map and compass, climb ledge, create cutscenes, examine and interact with objects, Photo Mode to take captures ingame and more. Includes movements like free fall, roll on landing to avoid damage fall, improved jump-air-land transition, wall running, different jump height based on key press time, ..... All code included. Community and Support: Official Discord channel with a growing base of users. Get direct support in real time from the developer and helping people as well, with remote sessions. Integrations: -Emerald AI -Easy Build System -UMA 2 -Edy’s Vehicles -Malber’s animals -RCC -NWH vehicles -SCK & MCK -More to arrive MORE TO COME -New enemies, weapons & powers -New vehicles: industrial, construction, planes, space ships, ... -Crafting System: recipes, build tools, cook and more -Online multiplayer -Armor/cloth system -Cover System -Climb System -VR Support -And more INTEGRATIONS PLANNED: This is the more immediate list of integrations planned for the next months: -Dialogue system -Cinemachine -Horse animator pro -Salsa -Destroy it -ABC ability control toolkit -Puppet master -Behavior designer -Rayfire -Quest Machine If you have any question or issue, don't hesitate to use the email support, this forum or join discord, which can be found on this page and in the doc. GKC is in constant development, Roadmap for 3.0 & 4.0: Roadmap Complete list of features/changelog from previous versions DISCORD Get the best support possible on discord, with a growing community which also helps each other and also, you can chat directly with the developer of GKC in real time, for doubts, issues or questions. Join the discord channel F.A.Q. DOCUMENTATION ONLINE DOC ON GITBOOK This document is currently in process. For now, this is the lastest version of this file, which will include tutorials for every system in the asset. Every week, this file will be updated until is totally complete. New Documentation 3.4 covering first steps and basic setup. Added June 11, 2022 (new content will arrive soon). PRICE The price of the asset in the Asset Store is 55$ DEMOS Version 3.4 Current Version (added November 24, 2022) PC demo 1 PC demo 2 PC demo Local Multiplayer Android demos TRAILER SHOWCASE VIDEO (games developed using GKC) PREVIOUS TRAILER TUTORIAL VIDEOS (New videos every week) FEATURE PREVIEW VIDEOS CAPTURES AND GIFS: ROADMAP FOR 3.0, START OF 4.0 AND BEYOND ON 2021 Here the a summary of the roadmap for the new update 3.03-2 which has been already started on August 2021: Armor/cloth system with all kinds of stats and highly customizable and compatible with UMA. It will include any type of damage with different options for each one and same for armor, to being more resistant, immune or weak against any type of damage, allowing to configure the relation between armor and each type of damage and with damage multipliers (from 0 to any %) Full body awareness in first person More wizards for the creation and customization of stuff Add the rest of the info to the save system, related to the elements of each Scene, related to the elements like dead enemies, items dropped or picked, things unlocked, state of places where inventory objects have been used, etc… Add menus ingame to select the mode of game (single player or local multiplayer) Weapons which can be broken after x time of use or use them x amount of times, with options to repair it Survival elements, as stamina, hungry, thirty, body temperature, weather, and other stats, like poison and similar Dual wield melee weapons, make parries, and more deep combo and special attacks activated by different key combinations Ability to move on ledges to left and right while grabbing them Crafting system, with recipes, creation of objects, materials, structures, tools, including work stations, blueprints, food, cooking, etc…. Mechanics related to farming/haversting Power stasis and other abilities from breath of the wild Improved character ground adherence, for slopes, stairs, gaps, irregular surfaces and more VR integration Customization of the character to use at the beginning of the game or any moment ingame Integrations with assets like ABC, space combat kit, mech combat kit, dialogue system, quest machine and more Separation of the whole HUD and UI elements of the player prefab, being two separated objects Add settings menu for visual configuration of graphics and more ingame settings Improved AI, including more behaviors Start the main structure of the Online multiplayer FULL ROADMAP 3.0 AND START OF 4.0 This is part of the planned elements for 3.0 that are 100% confirmed to come and there is more that will be added (I will tell more once I get the todo list more organized), including improvements from previous systems too. SUMMARY OF MOST IMPORTANT PLANNED FEATURES New enemy types, weapons & powers Boss system New vehicles, like regular, industrial, construction, planes, spatial ships, etc... Cargo system on vehicles Online multiplayer Integrations with ABC combat system, MS vehicles, Honor AI, Quest Machine, Dialogue System, Climbing System, Behavior AI, Horse Pro Anim Set and more Armor/cloth system AI able to drive & walk in any surface More control types based on games like Diablo and RTS genres Vehicle race system Cover System Climb System Ability to swap between characters in the game, similar to GTA V or agents of mayhem Vehicles with automatic weapons, to detect and fire at targets Dynamic split screen system for 2 players in the local multiplayer system, to use one single camera when players are close enough and divide the main camera into two when they are far enough (finish this part, to be totally available, as it is mostly already complete) Loading screen when changing between scenes, including the % of charge and options to show messages or images on the screen Audio and text files to find in the level, which will be stored in a system, saving/loading those files already found, similar to dead space, resident evil games, etc... Move the animator management code to another script, to allow the use of other animator controller in the player and AI, including the use of generic models Movements added on 3.02 only available in first person will be also usable in third person, like climb ladders, wall running, crouch sliding and dash Action system adapted to first person view Add the rest of elements of the melee combat system, including to use shields, maces, bows, etc… dual wield weapons, make parries, and more deep combo and special attacks activated by different key combinations New elements for the dialog system, including animations, changes of cameras, time limit to give answers, 3d bubbles on the level to show dialog lines, images on the screen for each character talking, etc…. New character model for the asset, replacing the old ethan model System which allows to steal objects from other NPCs when you are sneaking behind them AI able to give pickups to the player More improvements to all the systems Option to increase spread amount for automatic weapons, with a minimum, a maximum and the increase speed Option when weapons are picked, check the bullets, if the weapon is already picked, take its bullets Option to set if a weapon is already picked, change between weapons, to set different stats Improved third person movement and new animations Improved strafe mode on third person mode, related to the use of weapons, being smoother and having a better and more natural movement, more similar to any third person game, like resident evil remakes games, dead space, etc... More weapons/tools, more behaviors to projectiles, more powers, more abilities and mechanics related to physics and games like infamous, control and dishonored Weapons that overheat, can have charged shoots, secondary shoots and can received damage, break and be repaired More hack mechanics similar to watch dogs 2 Full UI navigation with gamepad And more... GKC is continuously being improved, including documentation in progress.