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[RELEASED] Ultimate Survival - The Complete Survival Template

Discussion in 'Assets and Asset Store' started by AngryPixelUnity, Nov 20, 2016.

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  1. AngryPixelUnity

    AngryPixelUnity

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    Yes, we'll make sure that is easily possible.
     
  2. csharpstudios

    csharpstudios

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    I went to the asset store and I had an update notification and I clicked it and it wasn't US, and I got yelled at for shouting damnit at the top of my lungs and throwing my phone across the room(screen didn't break somehow??)
     
  3. nielshenriksen

    nielshenriksen

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    I know the feeling..... for me it was uMMORPG that was updated :(
     
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  4. The_Uber_Rasta

    The_Uber_Rasta

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    Oh man really looking forward to v2 as well :D
    Anyways thought I'd ask since US already has first person arms, a really cool feature that would add a lot to the depth of US is adding a couple of arm animations like pressing a button, pulling a lever, placing a building piece, or picking up an object, ok I know that's pretty basic, however, since there's already some form of procedural motion with the arms what would be even more awesome is if you could script something like a basic IK system where you just add in a target in a script and the button pressing animation would orient the arms towards the target, same for the pickup system the hands should be close to the object and move almost like the weapons move, the grip should adjust along the boundaries of the pickup item's collider. I saw this article about Inverse Kinematics for robot arms a while back alanzucconi.com/2017/04/10/robotic-arms/, I think something like this could really give US an edge and put it a notch higher adding more life to US based games, for example for the planned farming and fishing system a little bit of IK-like magic could make everything look more lively.
    Might also be a nice feature with punching and melee weapons if we could set up hit targets on enemies and have the arms' animations be just procedural enough to make striking look more dynamic then you could have a bit more variation if maybe you implement something similar to a gun miss ratio or spread range use random numbers to change the position of the target just slightly.

    Just a thought

    Oh here's another idea, let's say the character has a flashlight it would be really awesome if you could like hold in F and while you hold F the arm moves the flashlight around using the mouse similar to the robot arm giff from the article.
     
    Last edited: Jun 7, 2017
  5. pushingpandas

    pushingpandas

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    Thats why I prefer shorter updates circle. uMMORPG make small fixes, updates each week, this assets are published and checked by unity much much faster. If a asset only updates 4-5 monthes with huge amount of changes, it takes AGES for unity to check. I think the update wont be live until JULY.
     
  6. nielshenriksen

    nielshenriksen

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    Or (I dont know if its against the terms of Unity) to send the update directly to us who already bought it from assetstore
     
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  7. Ullukai

    Ullukai

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    id like that too then it speeds up our dev time
     
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  8. bobbybau

    bobbybau

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    hows that May 31st release coming :p:D:D looks at calendar ..
     
  9. nielshenriksen

    nielshenriksen

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    If you look at the roadmap https://trello.com/b/gmNow8UL/ultimate-survival then its pending review at Unity team and as soon as they have approved it then we can play with it.
     
  10. Gabriel_SG

    Gabriel_SG

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    OMG 0.2 hasn't arrived yet and I'm already super excited about 0.21! :p
     
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  11. MarcopoloR

    MarcopoloR

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    Some other asset store creators do give people a link to whatever the latest beta is before it is approved on the asset store to people who already purchased the asset. Just ask for the invoice number and give people who want links to a download site like OneDrive or similar where they can get it. Please?
    I was going to code the survival game myself with the help of youtube tutorials and/or maybe Inventory Pro + UFPS + UConstruct (I already have made most of the art assets for the game I want) but when I say this asset last winter I figured this would save tons of time plus probably do a better job than I could do. Additionally I would be competing with all the people who bought this kit who would have put less work into it with a better product anyway. Now I am wondering if I should have just done it the way I wanted to originally. Sorry to complain but just being honest about what I have been thinking lately. Originally wanted to at least release an early access game by July but will not happen now. And I am going on a trip in a couple weeks, would at least like to have something before I leave.
     
    Last edited: Jun 7, 2017
  12. MarcopoloR

    MarcopoloR

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    While I am here, a bunch of people asked me in private emails what my swimmer script I used was after I transitioned to the water. I don't think it is very polished myself but for what it is worth I will post it here rather than respond to a bunch of emails separately.
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. namespace UltimateSurvival
    6. {
    7.  
    8.     public class Diver : MonoBehaviour
    9.     {
    10.  
    11.         private CCDrivenController _firstPersonController;
    12.         private CharacterController _characterController;
    13.  
    14.         private SimpleSwim _underwaterMotor;
    15.  
    16.         public float waterSurfacePosY;
    17.         private bool isInWater;
    18.  
    19.    
    20.  
    21.         // Use this for initialization
    22.         void Start()
    23.         {
    24.  
    25.             isInWater = false;
    26.  
    27.             _firstPersonController = GetComponent<CCDrivenController>();
    28.             _characterController = GetComponent<CharacterController>();
    29.             _underwaterMotor = GetComponent<SimpleSwim>();
    30.  
    31.      
    32.  
    33.      
    34.  
    35.         }
    36.  
    37.         // Update is called once per frame
    38.         void Update()
    39.         {
    40.             if (gameObject.transform.position.y < (waterSurfacePosY))
    41.             {
    42.                 isInWater = true;
    43.  
    44.             }
    45.  
    46.             if (gameObject.transform.position.y > (waterSurfacePosY))
    47.             {
    48.                 isInWater = false;
    49.  
    50.             }
    51.  
    52.        
    53.  
    54.  
    55.  
    56.             if (isInWater == true)
    57.             {
    58.                 _firstPersonController.enabled = false;
    59.                 _underwaterMotor.enabled = true;
    60.  
    61.             }
    62.  
    63.             if (isInWater == false)
    64.  
    65.             {
    66.                 _firstPersonController.enabled = true;
    67.                 _underwaterMotor.enabled = false;
    68.  
    69.             }
    70.         }
    71.  
    72.    
    73.     }
    74. }
    75.  
    and the actual swimming code I didn't put on here before
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class SimpleSwim : MonoBehaviour {
    6.  
    7.     public float speed = 2.0f;
    8.  
    9.     private Vector3 moveDirection = Vector3.zero;
    10.  
    11.     public float posY;
    12.     private float playerHeight;
    13.  
    14.     // Use this for initialization
    15.     void Start()
    16.     {
    17.  
    18.     }
    19.  
    20.     // Update is called once per frame
    21.     void Update()
    22.     {
    23.  
    24.         CharacterController controller = GetComponent<CharacterController>();
    25.         playerHeight = gameObject.transform.position.y;
    26.  
    27.  
    28.  
    29.         moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); //player input
    30.         moveDirection = transform.TransformDirection(moveDirection);
    31.         moveDirection = moveDirection *= speed;
    32.  
    33.    
    34.  
    35.         if (Input.GetKey(KeyCode.PageUp))
    36.         {
    37.             transform.Translate(new Vector3(0f, .07f, 0f));
    38.         }
    39.  
    40.         if (Input.GetKey(KeyCode.PageDown))
    41.         {
    42.             transform.Translate(new Vector3(0f, -.08f, 0f));
    43.         }
    44.  
    45.         if (Input.GetKey(KeyCode.Space))
    46.         {
    47.             transform.Translate(new Vector3(0f, -.08f, 0f));
    48.         }
    49.  
    50.         if (Input.GetKey(KeyCode.Mouse1) || Input.GetKey(KeyCode.Z))
    51.         {
    52.             transform.Translate(new Vector3(0f, .07f, 0f));
    53.         }
    54.  
    55.         if (posY > playerHeight)
    56.         {
    57.             transform.Translate(new Vector3(0f, .01f, 0f));
    58.         }
    59.  
    60.         controller.Move(moveDirection * Time.deltaTime);
    61.  
    62.  
    63.  
    64.     }
    65. }
    66.  
    And here is the more advanced one I was working on. I wanted one that would rotate with the mouse or trackball or eventually track your direction in VR but was having trouble with transitioning to land(basically it would change rotation to the land based controller. figure the only solution it to somehow integrate it directly with the land controller. Since it is so close to 0.2 release I quit trying but if anyone can figure out how to make it work with Unity's controller that would be great. It seems to work fine if you are going to be underwater all the time.

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class MouseControl : MonoBehaviour {
    5.     public float mouseX;
    6.     public float mouseY;
    7.     public bool InvertedMouse;
    8.  
    9.     public float waterSurfacePosM;
    10.  
    11.     // Use this for initialization
    12.  
    13.  
    14.     void Start () {
    15.  
    16.     }
    17.  
    18.     // Update is called once per frame
    19.     void Update () {
    20.                 Vector3 mousePosition = Input.mousePosition;
    21.  
    22.                 //mouseY += Input.GetAxis ("Mouse Y");
    23.         mouseX += Input.GetAxis ("Mouse X");
    24.         if (InvertedMouse)
    25.         {
    26.             mouseY += Input.GetAxis("Mouse Y");
    27.         } else
    28.         {
    29.             mouseY -= Input.GetAxis("Mouse Y");
    30.         }
    31.  
    32.        if (gameObject.transform.position.y < (waterSurfacePosM))
    33.         {
    34.  
    35.             transform.eulerAngles = new Vector3(mouseY, mouseX, 0);
    36.        }
    37.  
    38.        if (gameObject.transform.position.y > (waterSurfacePosM))
    39.        {
    40.             transform.eulerAngles = new Vector3(mouseY, /*Mathf.Clamp(Time.time, 90.0f, 110.0f)*/mouseX, 0);
    41.  
    42.        
    43.  
    44.         }
    45.  
    46.  
    47.         //Debug.Log(mouseX);
    48.         //Debug.Log(mouseY);
    49.    
    50.  
    51.     }
    52. }
    53.  
    But I am just an artist who taught myself some coding, not a professional coder so I don't know everything.

    Here is my swimmer guy in action
     
    Last edited: Jun 7, 2017
  13. jessejarvis

    jessejarvis

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    Aug 9, 2013
    Posts:
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    I swear to god if you jinxed it I'll hunt you down! Lol.

    J/k.

    Probably.

    You'll never know.

    MUAHAHAHHAHAHA!

    I'd be all for that xD
     
    gegebel likes this.
  14. MrGky93

    MrGky93

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    Feb 27, 2014
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    how many time need unity to review it ? 10-30?
     
  15. nielshenriksen

    nielshenriksen

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    50 as I have heard :D
     
  16. UltraTM

    UltraTM

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    Dec 8, 2013
    Posts:
    215
    Maybe on 0.3 you guys could implement an multilanguage system also. I would really recommend it since many games where played in many countrys. And implement it later for item names and and and is very hard.
    The gui stuff of course maybe easy with some assets. But would be better to have all in one directly
     
  17. C0rt3x

    C0rt3x

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    May 4, 2017
    Posts:
    9
    Hello,

    To start off I wanted to congratulate you for the work to carry out on this project.

    Then I wanted to ask you a question, having to buy this project do I have the right to develop my own game (a f2p) from these sources ?, althoughur my project is different from yours interface will be done differently, your project but Especially useful for scripts,

    Thanks in advance for your response and continue like that.

    PS: if you create a file for different languages I want to make you the French translation.
     
  18. doodle911

    doodle911

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    Aug 14, 2016
    Posts:
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    This is a question for people who have used Gaia with Ultimate Survival.
    How did you set up the tree chopping with Gaia, as I am having some difficulty. Thanks. :p
     
  19. nielshenriksen

    nielshenriksen

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    Oct 13, 2010
    Posts:
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    All projects on Asset Store is made for that we can build our own game. That will not be a problem as I see it.
     
  20. pushingpandas

    pushingpandas

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    Still no update :(
     
  21. pushingpandas

    pushingpandas

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    Maybe Winterbyte could make a video with all the new features?
     
  22. doodle911

    doodle911

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    More time to be excited for it! ;)
     
  23. doodle911

    doodle911

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    If the update is not accepted soon, I think that would be a good idea. ^^
     
    The_Uber_Rasta likes this.
  24. nielshenriksen

    nielshenriksen

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    Oct 13, 2010
    Posts:
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    I was sitting in the same situation with the plan of making my own. I have been bought/downloading tons of projects to see how they did and my plan was to take scripts from all and write my own based on them. I am still thinking of doing it so I will get my own code all the way.

    I am making my game for fun and even if its only a few playing it then I had fun making it.
     
    jesseganey likes this.
  25. doodle911

    doodle911

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    Where did you get those fish and underwater plants - they look AWESOME!
     
  26. MarcopoloR

    MarcopoloR

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    thanks, I made them. Well, all of the fish and most of the corals. A few corals I got the UV textures from another pack but made custom models with them in SpeedTree. The rest I modeled in Blender and painted in Substance Painter. The fish UV's and coral textures I mostly got from photos I took at the aquarium, Also some coral textures are from diving and snorkeling in Roatan and Bali. The rays and shark textures were done in Substance painter.
     
    Last edited: Jun 8, 2017
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  27. doodle911

    doodle911

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    They are VERY good, nice job!!!
     
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  28. MarcopoloR

    MarcopoloR

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    Thank you, they were a lot of work.
     
    Last edited: Jun 8, 2017
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  29. csharpstudios

    csharpstudios

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    Nov 21, 2016
    Posts:
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    I am also making mine for fun, but I'm running it under my project Code4Good. We are looking for 3D Modelers, C# Scriptwriters, 2D and Texture Artists, and anyone else who might have something to offer! https://slashgaming.enjin.com/cfg

    Also
    Gosintary2 days ago
    Devision4 said: ↑ Maybe the almighty awsome @Messycoder could make a tutorial how to implement Voxeland V5 into US. PLEASE!!!! Legend458 said: ↑ I also back this. It would be fantastic to see the messy coder make a tutorial on this. Unity Forums is requesting your mythical skill when you return to the youtubez
    2
    Hide replies



    The Messy Coder22 hours ago
    +Gosintary haha thanks. I really appreciate the support. I don't own voxeland. Donations gladly accepted :)



    Gosintary18 hours ago
    I could give you the .unitypackage file if thats allowed. I will see if I can



    Gosintary17 hours ago
    The Creator of the asset, Wright, said he sent you a voucher code for the asset through Facebook, and said to check your messages
    1


    The Messy Coder9 hours agoHighlighted reply
    +Gosintary thanks I received the message. Once I get settled and have my PC back and set up, I will have a look
     
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  30. zef_tutounityfr

    zef_tutounityfr

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    Indeed, you're an artist !
     
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  31. C0rt3x

    C0rt3x

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    Thank you for that answer
     
  32. C0rt3x

    C0rt3x

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    Lol there was a maj less than a month ago
     
  33. csharpstudios

    csharpstudios

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    Nov 21, 2016
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    @Winterbyte312 will 0.2 have support for unity 5.5.3? or will i need to update to 5.6?
     
  34. C0rt3x

    C0rt3x

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    Requires Unity 5.5.2 or higher.
     
  35. csharpstudios

    csharpstudios

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    0.1 yes, 0.2 ?
     
  36. MarcopoloR

    MarcopoloR

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    Feb 4, 2015
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    I probably could do a lot with 0.1, extend it and customize it. However, there are a couple things I really need that I would have difficulty doing myself. One is a save and load system, beyond using PlayerPrefs I don't really know how to do that. It seems really complicated to try to make a sophisticated AAA level save/load system unless you know a lot about database programming. My experience so far is using C# with Unity.
    Second, I really don't like that scroll wheel building system for a number of reasons. Also I would like a good swimming system and ICE integration. The fishing and farming and other things I would like to do I think I know how to code them on my own without too much difficulty.
    My main concern it I want to use the sky system I have because I have it set up nicely to work with the water system, with flickering lightshafts from the sun below the surface. Unity's default light shafts I cannot get to work how I want with the water. I hope if I cannot get my sky system to work with the sleeping, Winterbyte might be kind enough to help me out, but I wont even bother with 0.1 at this point.
     
  37. C0rt3x

    C0rt3x

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    yes
     
  38. Gabriel_SG

    Gabriel_SG

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    Apr 7, 2017
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    There are plenty of plugins that handle localization.. I would prefer if the dev just focuses on his core asset and integrations.
    Maybe he could write a simple integration into a localization asset like i2.

     
    nielshenriksen likes this.
  39. gegebel

    gegebel

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    Jan 29, 2014
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    The problem with i2 would be translating item database and text anchored deep in the script.
    @Winterbyte312 said they would look at localization in 0.3 so it's coming, sometimes this year, maybe.
    I have my own localization system in US, but like any other asset, it only helps on the surface. I have all the UI done, but when it comes to item database, I'm stuck. Partly because of how US is programmed, partly because I don't want to mess with a system which will change a lot in 0.2 or 0.3
     
    Kats4 likes this.
  40. Gabriel_SG

    Gabriel_SG

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    good point
     
  41. Old_Wolf

    Old_Wolf

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    I keep refreshing the page throughout the day, not so patiently waiting.......lol
     
  42. Gabriel_SG

    Gabriel_SG

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    Go work on some art assets or watch some tutorials, surely you have better things to do than hitting F5 all day?
     
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  43. pushingpandas

    pushingpandas

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    hmm Winterbyte is very quite. Is something wrong? Maybe the asset got not accepted?
     
  44. nielshenriksen

    nielshenriksen

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    A macro :D

    Maybe he is just busy on writing the doc. It is about 10 workingdays at Unity.
     
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  45. gegebel

    gegebel

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    it's only been 4 working days since submission, guess we will have to wait for another week.
     
  46. Gunsrequiem

    Gunsrequiem

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    For those of you trying to implement a third person controller with Ultimate Survival, perhaps this will help. It's not the most elaborate way of doing it, but it has worked for me so far:

     
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  47. MarcopoloR

    MarcopoloR

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    I wish I could combine voxeland with megasplat. I own both assets and am having trouble deciding which to use. I like megasplat for its highly detailed realistic tessalation surface rendering, which allows me to make the highly detailed and realistic coral reef environment you see in my video abobe. but voxeland for obvious reason too. Tesselation and texture arrays with voxel terrain would be awesome.
     
  48. Kemp-Sparky

    Kemp-Sparky

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    A couple of suggestions, @Winterbyte312 , regarding the items on the roadmap marked with lots of question marks.

    RE: Pets ???, adding the ability to trap, tame, and train the existing wild animals like the boar would be excellent for a survival game.

    RE: Skills, Levels, Classes ???, a branch-based skill system would be great! Taking the animal training above as an example, different animals could have different difficulty ratings so that you could tame more interesting pets throughout the game, perhaps you can unlock different kinds of training, ex. combat training, tracking, sounding, foraging, riding, plowing (if/when farming is implemented, lol), etc. as appropriate for the type of animal. The same could be applied to the mining, crafting, athleticism, combat, etc. skills.

    Looking forward to the 0.2 update. Thanks!
     
  49. audible

    audible

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    A simple ballistics system with proper projectiles would be a very useful core feature for the multiplayer update.
     
  50. pccross

    pccross

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    Admitted Unity dev newbie here, so maybe I'm missing something. When I create the Gaia terrain, and then from Tools menu, add the US base scene objects, everything seems normal. In the Unity editor play preview window, I see the US weapons, maps, etc. rendered on my beautiful Gaia terrain. However, when I build and run, it appears my Gaia environment gets overwritten by the 'Forest' scene, as I see none of my Gaia collaterals. What might I be doing wrong?
     
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