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[Released] Game Kit Controller: Engine with melee, weapons, vehicles, crafting & more! 3.5

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

    24.9%
  2. Armor/cloth system: stats, damage resistances, etc… & character aspect customization (fallout)

    29.5%
  3. Cover System and Climb system based on Breath of the wild and Assassins Creed

    36.9%
  4. Online multiplayer (using mirror as first solution and include others later)

    42.7%
  5. VR integration including 1st/3rd person and locked views

    9.9%
  6. Full body awareness (FBA) to see player’s legs, body and arms in first person

    19.8%
  7. More types of controls, similar to Diablo, MOBA & RTS and similar genres

    10.9%
  8. More tools/creator wizards on the asset workflow (tell about them)

    13.2%
  9. Integrations with other assets (tell about them)

    16.3%
  10. More RPG/Scifi elements/mechanics (tell about them)

    12.5%
Multiple votes are allowed.
  1. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    Here more improvements which were of the boat vehicle and tried the push object triggers with them, so you can have ramps inspired on crash bandicoot sea levels:


    I added the elements to handle the wind for boat type vehicles with sail, so will test that another day ;)

    A jet ski example was also added, being a smaller and faster boat vehicle, using its same vehicle controller:
    jet_ski.gif

    Regards.
     
    eaque and EN_Games like this.
  2. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Good news, everyone.

    GKC is 70% OFF during the flash deals of the asset store, so go get it now or else:

    ezgif.com-video-to-gif.gif

    Regards.
     
  3. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Btw, forgot to put the video for what is new on 3.5:


    Regards.
     
    eaque, hopeful and EN_Games like this.
  4. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    Inspired on the recent dead space remake and its imaginative use of weapons, I made a test for it, as it is something which can be done out of the box on GKC haha:

    Test on GKC:


    Original weapon mechanic from dead space:


    Regards.
     
    eaque, EN_Games and blacksun666 like this.
  5. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    I saw recently some gameplay of the last of us and remembered than on GKC, grenade pickups can be damaged, so I also configured that option on the fuel pickups:


    It is just the health component on it along a destroy component for the explosion and damage around, so it can be customized on any type of "delicate" object.

    Also, configured a simple "fire spread" example to be used on things like molotovs, explosions and similar:

    Both are already available on the recent update.

    Regards.
     
    eaque and EN_Games like this.
  6. eaque

    eaque

    Joined:
    Aug 20, 2014
    Posts:
    734
    Amazing work!! many thanks
     
    sr388 likes this.
  7. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    Along the molotovs, I configured flash grenade examples, to knock out the enemies during a time, allowing to activate the action system interaction for rotating kicks or any other action you prefer, like a direct kill, very inspired in resident evil 4:


    Regards.
     
    hopeful and EN_Games like this.
  8. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    Inspired in resident evil 4 remake, I added an option for remote events for parry on fire weapons, so if the timing is right, you can parry melee attacks with that action:


    Regards.
     
  9. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    On the recent update, I added an option on the inventory bank to move all the objects from the bank to the player's inventory and viceversa at once (when storing on the player, it checks if it is fully or not):


    I will also make a small tutorial video to show how to configure any inventory object to be grabable from the inventory menu:


    Regards.
     
    hopeful and EN_Games like this.
  10. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    Good day of work, with many more improvements and tweaks :)

    I also wanted to make a kind of showcase with the most recent additions and improvements on the gravity system, as I love these elements in any game:


    Regards.
     
    Unleaded-Games and EN_Games like this.
  11. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    Here an example of the health system being invulnerable to any regular damage but it can get damaged from certain type of damage, in this case, from a regular sword has the damage type id configured:


    So the rest of damages won't do anything to the left cube (like the axe), the right cube has regular damage detection, so anything will apply damage. The marked option is the new one on health, with that, there is a damage id, 847, with 0 resistance, so it will only get damage from that type of damage id:


    All objects which apply damage on GKC has an option for damage id, which is -1 by default, which means is has no type, so it makes regular damage, on melee weapons, applying this damage id value, this weapon will affect any regular health value. But on the above left cube, it will be the only capable of apply damage, as the rest of elements have general damage type id as -1:



    Regards.
     
    blacksun666 and EN_Games like this.
  12. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    On the recent update, I added options ingame to show/hide the minimap and compass, configured on the main options system, so it will be saved/loaded too:


    Regards.
     
    EN_Games likes this.
  13. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,691
    Hi everyone.

    Here some Resident Evil 4 remake inspired AI interaction, using the health weak spot system, to detect damage on the knees, it allows to activate a new injured state example on the AI and show the parry counter which was added too on the recent update release:


    Regards.
     
    blacksun666 likes this.