Game Kit Controller Available in the Asset Store Current Version 3.01a GKC is the most complete 1st/3rd Person Controller solution with unique Gravity and Sci-Fi features! First update inside 3.0: Dual wield weapons for third and first person and any locked view, like top down, 2.5d, etc..., improved ground adherence and player movements, grab to any surface, and a lot of improvements. Full Changelog 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. 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 and more. 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, ... Inventory Management: Add and configure new inventory objects in a few clicks, including weapons and pickups. 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. 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. 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. 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... 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, etc... 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 and more. And a lot more... MORE TO COME -New enemy types, weapons & powers -New vehicles, like regular, industrial, construction, planes, spatial ships, etc... -Experience level system with upgrades & skills -Dual wield weapons -Online multiplayer -Armor/cloth system -AI able to drive & walk in any surface -Vehicle race system -Melee combat system -Cover System If you have any question or issue, don't hesitate to use the email support, which can be found on this page and in the doc. GKC is in constant development, check the roadmap for 3.0: Roadmap Complete list of features from previous versions DISCORD Join the discord channel F.A.Q. DOCUMENTATION 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. Documentation 2.4d (previous version) Added February, 2019 New Documentation 3.01 covering first steps and basic setup. Added July 15, 2019 (new content will arrive a few times per week) PRICE The price of the asset is 50$. DEMOS Version 2.4d previous Version (added January 28, 2019) PC demo Version 2.9 previous Version (added May 26, 2019) PC demo Android Demo Version 3.01 Current Version (added July 27, 2019) PC demo Android Demo TRAILER 2.4d SHOWCASE VIDEOS (in process) TUTORIAL VIDEOS (New videos every week) FEATURE PREVIEW VIDEOS PREVIOUS VERSIONS VIDEOS CAPTURES AND GIFS: ROADMAP FOR 3.0 and 2019 These features will come in a few updates, instead of all of them just in once (more will be added to this list very probably). In a non particular order: Spoiler: VERSION 3.0 Full body awareness in first person Procedural rail system with trains and more type of vehicles, like tanks, spacial ships, etc... Mechas with ground, hover and air transformation mode and gravity control Procedural and customizable wires, with uses like plugs (similar to half life) Quest/missions system with info Enemies waves system More attachments elements for weapons Magnetic cranes (like half life 2) Enemy and friend turrets simplified and improved, with a better weapon system to customize Map system improvements, like show a path to a target, search a place in the map, calculate paths through buildings, save places, etc... Powers and weapons usable at the same time (like bioshock) More options for the projectile behavior (similar to a bullet hell) Dual weapons, more normal weapons (like sniper, grenade launcher, flame thrower), scifi weapons (like in dead space), grappling hook, weapons that shoot mines, traps, lasers, bouncing bullets, bullets that cross surfaces, melee weapons, ... with a system similar to wolfenstein to configure which weapon are carried in what hand Weapons that can shoot anything that you scan in the level, like boxes, vehicles, NPCs, other weapons, anything with rigidbody (it has to be very cool xd) Improved AI can pick up weapons, ammo, heal and give pick ups to the player AI able to drive vehicles AI neutral which attack if you attack them Inventory improved to store ammo, heal, .... Store in game to buy and sell objects Temporal pick ups for vehicles, to improve its velocity, ammo, weapon power, etc... (similar to Mario kart) More vehicles, like regular, industrial, construction, planes, spatial ships, etc... and improved weapon system for them Race system with AI Improved save system Improved bullet time Console system to write commands for the game and for computer devices in the game, for a mechanic like open a door by code, or trigger some events Better particles for everything Improved footstep system More demo scenes, corridor, isometric, top down shooter, 2.5d, race tracks, .... Camera mode ingame for captures and gallery to manage them Improved gravity system General improvements to all the systems AI able to walk in any surface Auto climb option for first and third person Slopes with angle higher than x will make player falls IK foot placement Control similar to trine, using the mouse with a custom cursor For grabbed objects, configure a weight option for maximum amount that can be grabbed and to configure velocity movement Mode to pick big objects and move them with player's hands Weapon which shoots shields which are deployed with different sizes Power ups for weapon stats 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 Audio devices like in dead space Allow the scanner to see enemies through walls Spikes which impaled the player limbs Option for pickups to only pick the amount necessary and left the rest, like inventory System to show actions in the screen according to the available controls Pooling system for instantiated objects Option in grabobjects and otherpowers to launch objects directly to the closest enemies Power stasis like breath of the wild Armor/cloth system with all kind of stats and highly customizable Improved third person movement and new animations AI for vehicles, so humanoids will be able to drive them and use the weapons from these vehicles to shoot at targets automatically. Vehicles will be able to be driven by them self and shoot at targets as well, allowing to give order to vehicles like the player can do currently to AI characters Shop/vendor system to buy/sell stuff, including weapon, upgrades, inventory objects, skill points, ammo, all kind of stuff Experience level system with upgrades to the player & skills and a system to configure achievements to improve the player, weapons, vehicles, etc.. All pickups will be able to be managed on the inventory The rest of info which should be stored in a file to be loaded/saved will be included More weapons/tools, more behaviors to projectiles, more powers, more abilities (these system are already very modular for update 2.4d so it is very easy to add new ones), and mechanics related to physics and games like infamous, control and dishonored Add systems to slice characters and 3d meshes similar to metal gear revengeance and dead space, including the ability to rotate the sword/weapon to select the direction of the cut Grappling hook More vehicles types for air, ground and sea, including the cargo system to place vehicles inside other vehicles, and the option to walk and move inside vehicles, including a train system System to make driver and passengers on a vehicle to shake and move their bodies dynamically according to vehicle speed, turns, impacts, etc... Improvements for AI Local multiplayer with split screen system with multiple characters on screen and input management of multiple gamepads, allowing to make games like a way out, portal 2, left 4 dead, resident evil 5 and 6, etc... with different genres, like adventure, action, shooter, survival horror, puzzles, etc... Ability to switch between characters in the game, similar to GTA V or resident evil revelations 2 More mechanics related to space, like vacuum, oxygen, hull breaches and objects being pulled to outer space, an automatic land and take off system for ships and spatial stations, etc... More type of devices, puzzles and interaction elements Armored surfaces that will have settings that will determine how much resistance they are against projectiles, including ricochets, piercing bullets, explosive, etc... Weapons that overheat, can have charged shoots, secondary shoots and can received damage, break and be repaired Cinemachine integration and improved cutscene system Initial version for dialogue system and improved mission/quest system from 2.4d Stamina system Use of gamepad on mobile More options for the locked camera system and tank control, rotate 180 degrees, aim forward, up and down, and more old school elements More 2.5d mechanics Improvements for point and click, top down and isometric views More hack mechanics similar to watch dogs 2 Crafting and survival mechanics including construction of structures 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. Other elements will come too, like full body awareness, melee combat system, animations for weapons in first person, swim, climb (breath of the wild style, assassins creed type will come later), online multiplier, etc... but some of these could take a little more of time, so I can't confirm totally that they will be in 3.0, but they will come as soon as possible. FEATURES THAT WILL BE ADDED IN FUTURE UPDATES: I want to update the asset with a lot of things to get a whole game system, where you only have to worry about to make your game: More types or enemies, which can follow the player in any surface Bosses Pickable power ups for vehicles Acceleration platforms for vehicles New types of powers, like magnetism, teleportation, etc... Other type of weapons like bows, swords,... More sound effects Store resources in inventory to build structures and vehicles Power to enlarge and shrink the player Friend AI who follows the player and help him More hack minigames Online multiplayer cooperative and competitive And more... GKC is continuously being improved, including documentation in progress.