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[RELEASED] - Horror FPS KIT 1.4.2

Discussion in 'Assets and Asset Store' started by ThunderWire, Nov 29, 2017.

  1. ThunderWire

    ThunderWire

    Joined:
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    Posts:
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    LINKS:
    Asset Store | Website | YouTube | Documentation

    ABOUT:
    HORROR FPS KIT
    is an advanced and easy-to-use horror game template with many features essential to creating your own horror game, including gameplay features seen in AAA horror games of the last decade. It contains a lot of ready-to-use assets, just drag and drop them into a scene.
    FEATURES:
    PLAYER FUNCTIONS

    • Player Controller (Walk, Run, Jump, Crouch, Crawl, Ladder Climbing)
    • Player Head Bobbing
    • Footsteps System With Sounds
    • Drag Rigidbody System (Rotate, Zoom, Throw)
    • Examine And Paper Read System (Rotate, Examine)
    • Cutomizable Inventory System (Add, Remove, Move, Replace, Use, Combine, Drop)
    • Wall Detect System (Hide Weapon)
    • Weapons (Glock18)
    • Fall Damage
    • Player Lean (Wall Detection)
    • Zoom Effect
    • Interact System
    • Ui Crosshair

    OBJECT PICKUPS
    • Custom Object Pickup Script
    • Flashlight Pickup (Batteries)
    • Candle Pickup
    • Oil Lamp Pickup
    • Locked Dynamic Object Key Pickup
    • Inventory Item Pickup
    • Backpack Pickup (Expand Inventory)

    DYNAMIC FUNCTIONS
    • Dynamic Functions (Door, Lever, Drawer, Valve, Movable Interact)
    • Dynamic Object Types (Normal, Locked, Jammed)
    • Draggable Objects (Door. Drawer, Lever)
    • Keypad

    MORE FUNCTIONS
    • Save/load System (Json, Saving And Loading Scene Data, Encrypt Save)
    • Saving Player Data Between Scenes
    • Config Manager (Save and Read You Own .cfg Files)
    • Helpers (Input Helper, Type Parser, Random Generator)
    • Loading Screen (Background, Tips, Scene Name)
    • Rebindable Input Manager
    • AI Zombie System (Walk, Run, Attack, Patrol, Attract)
    • Ui Menus (Main Menu, Load Game Menu, Pause Menu, Dead Menu)
    • Game Options (General, Graphic, Controls)
    • Jumpscare Animation (Scared Breathing, Scared Effect)
    • Lamps (Normal, Flickering)
    • Floating Icon (Icon Floating On Object)
    • Snapable, Seamless Walls
    • Props, Collectable Objects, And Much More..
    • Ambience Sound Change
    • Hint Manager
    • Pickup Notifications (Item Name, Message, Hint)
    • Fully Functional Ui

    This asset contains a one special feature, if you looking everywhere for Input that you can rebind (like Half-Life) and save to configuration file (.cfg) this is the way. You can create your own config files and save your game settings or what you want…

    VIDEO:


    DIRECT LINKS:
    Asset Store: https://www.assetstore.unity3d.com/#!/content/82643
    My Website: https://twgamesdev.com/
    HFPSK at my Website: https://twgamesdev.com/pages/hfps.html
     
    Last edited: Aug 29, 2018
    RoyalAllen, Brian-Ryer and Dakurlz like this.
  2. Dakurlz

    Dakurlz

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    A beautiful asset! Tell me, when should we wait for the saving system? And more - whether there will be an opportunity to save a scene, that is all subjects which on it are? For example, on the table there will be food, and after we take it and save game, it will not appear (it will be preserved in our inventory)
     
    ThunderWire likes this.
  3. mattis89

    mattis89

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    God damn paypal limit!!! Have to wait 1-2 days before I can buy this!

    I would be greatfull if you could make some tutorials about changing weapons and adding custom food.
     
  4. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    I'd be on board with that. The documentation is nice but seeing visual step-by-steps would be helpful too.
     
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  5. mattis89

    mattis89

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    true true
     
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  6. mattis89

    mattis89

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  7. mattis89

    mattis89

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    is this asset dead? where is the update? what about the bug fixes? My player falls thrue flooor!! when I jump he falls down!! @ThunderWire
     
    ThunderWire likes this.
  8. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    He's probably dealing with some business in his life so progress has been slow, though I believe he has made progress on it. Hopefully we'll see a new update by next month.
     
    ThunderWire likes this.
  9. mattis89

    mattis89

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    Yea, probably.. I got it working anyways =) somehow everytime I make a new scene and add the player, the dynamic/physics settings change, so I have to re-import them... and then it works again... strange tough, I would like to know the cause... The sceneloader is nicely made when you dont need to access a script when adding a new scene, its just right there in the inspector, lol it took me hours to figure it out :D .. @Emerald_Eel_Entertainment have you used this asset much?
     
    ThunderWire likes this.
  10. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    I've used this asset a few times for testing; it's a bit finicky when trying to set up the character controller and I have to consult the documentation. I hope nested prefabs become implemented soon.

    The reason updating has been taking so long is probably because of an asset assessment I did a few months ago; the developer's been listening to feedback and taking his time to ensure the best quality for this asset. It'll be well worth the wait.
     
    mattis89 likes this.
  11. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    The latest version of Horror FPS Kit is now available for download.
    Thanks Thunderwire!
     
  12. mattis89

    mattis89

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    Excellent! :)
     
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  13. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    Experiencing a problem when I open the Showcase scene. When I hit play the inventory menu is open and I don't know how to close it. Other keys like the pause key don't work.

    EDIT: Loading the main menu then loading the showcase scene from the main menu works but it makes editing and testing the fps controller more of a hassle.
     
    Last edited: Jul 1, 2018
    ThunderWire likes this.
  14. ScourgeGames

    ScourgeGames

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    The asset is definitely still being updated. Perhaps you could provide more information about your situation and we can help you.
     
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  15. ScourgeGames

    ScourgeGames

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    It sounds like it is not finding the game config file, or something in your project settings got overwritten from another asset? I've not experienced this, so I can't offer more help.
     
    ThunderWire likes this.
  16. mattis89

    mattis89

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    Theres no more info to provide. Thats it. He fell thrue, the end.. But I fixed it right away after I posted this. The issue was that everytime I make new scene the gravity/physics/dynamics setting was tempered with. So I had to import those settings again every time a new scene was created. So I hope that bug is fixed in this update.
     
    ThunderWire likes this.
  17. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    It's a possibility; I'll need to try that, The Underground map works seemingly fine.
     
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  18. ScourgeGames

    ScourgeGames

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    Alright, so I have a question that might seem stupid, but it's driving me nuts.


    I want to set the Y rotation of the FPS player before the game starts and have it stay there when when the game starts. Right now, if I set the rotation, it zeros out as soon as the scene fires up. I've tried most everything I can think of and going through the code I can't seem to find out where it is overriding this.


    I want to choose the direction the character is facing when the scene starts. Any ideas?
     
    ThunderWire likes this.
  19. ScourgeGames

    ScourgeGames

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    Ok, after some digging, I discovered the rotation x and y on the mouse look script.
     
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  20. ThunderWire

    ThunderWire

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    Hello guys, sorry for my long time inactivity on unity forum, now i've updated post to match latest version of my Horror FPS KIT. New version 1.41 contains a lot of improvements and new features like stable Save/Load System or new Inventory style with drop option. You can visit my website https://twgamesdev.com/pages/hfps.html and download a demo of latest version. Best regards, ThunderWire Games.
     
  21. ScourgeGames

    ScourgeGames

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    Thank you for the update. The new version is pretty stable and seems to work pretty good.


    Here's a couple of ideas for features to consider for a future update:

    1. Add the ability to change the "Use" text on a per dynamic object basis. This is hard-coded right now and it would be nice if you could have "Open" or "Close" or "Lift" or other words to specify a dynamic action instead of just "Use".
    2. More FPS arms animation actions - push, grab, punch etc. I know these are tricky to do (I tried to do it myself and failed miserably). Maybe a tutorial on how to create them would be a route to go.
    3. The ability to choose a pre-configure different background images on SceneLoader for different scenes instead of just having one. It's not too difficult to do this in code, but maybe a more sophisticated approach can be thought of.

    I can think of a lot of features to consider doing, but I don't want to change the core of what you have built too much so that I can keep it compatible with updates you make in the future.

    And here's a little video I did of some testing with placeholder content using the kit:

     
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  22. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    Just watched the video. I'm glad you've stated that most of the content used are placeholders. Transparency creates trust. I noticed the handles of the blue doors in the school building don't turn down before opening.

    Do you have a Unity forum thread where people can keep up to date with Scourge's progress?
     
    ThunderWire likes this.
  23. ScourgeGames

    ScourgeGames

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    Thanks for watching. I don't have a forum thread yet because it's quite early in the process, and I want to have more progress done before I start sharing with a larger audience. I do have animation for the door handles I rigged up this evening and I will post another video with the rooms on the first floor in their layout (and stairs etc). Little details like that help the immersion factor, and it's nice to see when people notice.


    I also don't want to post too much until I've revealed some of the basic story because I don't want to give away spoilers. But I will definitely share more as progress goes.
     
    ThunderWire likes this.
  24. spotdot

    spotdot

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    Thanks for the update! I was wondering if you plan to add melee attack with a flashlight for example?
     
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  25. ThunderWire

    ThunderWire

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    The feature where door handle go down when player opens the door will be added in upcoming update 1.42 together with bug fixes and improvements.
     
    spotdot likes this.
  26. ThunderWire

    ThunderWire

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    Yes, in future updates i want to add melee support like axe, knife or something else.
     
    Last edited: Jul 6, 2018
    spotdot likes this.
  27. ScourgeGames

    ScourgeGames

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    Are we having fun yet?


     
  28. ScourgeGames

    ScourgeGames

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    I've got door handles working and figured out how the events work for closing sounds and have rigged up quite a few things. The door handle part is actually quite a simple animation.

    I found a bug in AI for the zombie where it is using the random patrol and there is an index out of range error on getting a random waypoint. If you let the zombie run for a while in the showcase scene, you'll see it happen where it throws the error. I was able to fix it, but it is something you might want to fix for your next release.


    Good stuff, I'm enjoying your asset.
     
  29. spotdot

    spotdot

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    any idea when you launch update 1.42 ? just asking :)
     
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  30. ThunderWire

    ThunderWire

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    New update is in development just give me a time, only few things remaining which I want to improve. Stay tuned!
     
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  31. JC_LEON

    JC_LEON

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    great kit e great dev..keep it up..
     
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  32. ThunderWire

    ThunderWire

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    Thanks a lot!
     
  33. ScourgeGames

    ScourgeGames

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    Yeah, it's a great kit you've put together. I'm having fun.

     
  34. mattis89

    mattis89

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    Hello! Im having alot of Errors when I update the Horror fps kit in the project...

    This is some of them>

    Severity Code Description Project File Line Suppression State
    Error CS0229 Ambiguity between 'DynamicObject.interactType' and 'DynamicObject.interactType' Assembly-CSharp D:\Unity Projects\Archipelago\Assets\Horror FPS KIT\HFPS Assets\Content\Scripts\Main\DynamicObject\DynamicObject.cs 400 Active

    Mostly those kind of errors..
     
  35. spotdot

    spotdot

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    1.4.2 has many new cool things, well done!
     
  36. JC_LEON

    JC_LEON

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    simply amazing mate... keep it up with this great work...
     
  37. mattis89

    mattis89

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    You havent noticed that if you set up the main menu, and make a new scene and set up game.. And do the thing so controls and all work and the config file, and after you make a new scene, and go back to the game scene , and the physics and dynamics is screwd so you have to import physics and dynamics again? @ThunderWire
     
  38. mattis89

    mattis89

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    Lets do a pact, before any of release lets change the enviroment sounds :D Enviro sound right there aaall the way..
     
  39. JC_LEON

    JC_LEON

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    Hi Thunder.. i dont know if other peole have this issue but when create a menu to play the demo scene as dscribe into manual
    MAIN MENU SCENE SETUP 1. OPEN NEW EMPTY SCENE 2. GO TO TOOLS - > HFPS KIT -> SETUP -> MAINMENU

    main menu i correcly create but when i play test game i have a black screen andi must manually disable the FAdE gameobjet form inspector to have main menu visible

    in' using unity 2018.5. 1f1
     
  40. ThunderWire

    ThunderWire

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    Hello, you only need to find UIFadePanel script in MENUMANAGER and tick Start Fade Out.
     
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  41. JC_LEON

    JC_LEON

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    many thanks problem solved..
     
  42. ScourgeGames

    ScourgeGames

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    Lulz, how did you notice? haha
     
  43. mattis89

    mattis89

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    Well the lightning and the sun is a big giveaway, but mainly the day ambient sound... It would be kinda cool actually if enviro could use Unitys new sun disk because it looks awesome, more like UE4.. But the sun disk got rendered on top of the trees so, dont know how to solve that one..

    Anyways, have you had the problem where Horror FPS kit player falls thrue the terrain when you hit play because physics&dynamics settings get changed when you make a new scene etc?
     
  44. ScourgeGames

    ScourgeGames

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    I have not had that problem. Can you describe it in more detail? Maybe I can help you out.
     
  45. ScourgeGames

    ScourgeGames

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    @ThunderWire There are a couple of bugs that you might want to look into. One is an index out of range error on combining items in the inventory. I haven't nailed down exactly what the steps are, but it seems to fail when combining items one way but not the other (i.e. depending on which item you click combine on first). I'll see if I can repeat it.

    The second one is that the zombie will attack through the wall at the keypad entry. This happened to me the first time I loaded up the demo scene to see the new changes. When I went to start entering the code on the keypad, the zombies armes started swinging through the wall and hitting me. Scared the crap out of me haha.

    I also noticed that when I entered the water, I couldn't jump out after and got trapped--only a slight bug in the demo.

    Another minor bug is that when you crawl out of the ducts, the player stays crawling and you have to hit jump to get him to stand up.

    Finally, there is a bug when opening the pause menu. If you hit escape twice fast, it doesn't get time to do the fade and when it returns to unpause, the screen color is still in greyscale. Then when you hit escape, the game pauses but the screen is in color.


    I'm enjoying the changes. It is really nice to see an asset author work hard on adding features. I truly appreciate that.
     
  46. JC_LEON

    JC_LEON

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    all there bugs occured even to me plus the fact that in ducts eve ni i tag them as Metal foot step sounds are not played
    and in menu if you press escape to return to game mouse pointer remain onscreen with the game point toghter until we press a mouse button to make it disappear..
     
  47. ScourgeGames

    ScourgeGames

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    The mouse pointer issue will be there in the editor because the Unity editor binds to it. You shouldn't see that in a build, however.
     
  48. JC_LEON

    JC_LEON

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    ah.. ok good to know..
     
  49. JC_LEON

    JC_LEON

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    another bug..if player is in the pool and with a weapon equipped ( candle, lantern flashlight ect) and grab an object (crate) and exit from wepaon grabbing the object when player is out of the water weapon appear again and display with the grabbed object togheter ...
     
  50. mattis89

    mattis89

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    another bug is when the player tries to jump up on a big rock etc and holding shift at the same time and the rock is a bit big and cant really climb it, he got stuck and jumping automatically, and you have to exit game ..