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Stealth Action Game Kit, A Tool for making awesome stealth games in minutes.

Discussion in 'Assets and Asset Store' started by Kasaie, Apr 4, 2015.

  1. Kasaie

    Kasaie

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    Stealth Action Game Kit is a complete framework for developing stealth games for many platforms. It introduces many different objects [Detectors] such as:

    • Closed Circuit Cameras
    • Static Lasers
    • Moving Lasers
    • Rotary lasers
    • Locked doors with Keys
    • Noise detectors
    • Machine guns
    • Press machines
    • Polices (Sleep, Awake, Static, Dynamic)
    • And many more to come as updates.

    shot-05.jpg

    shot-03.jpg

    shot-04.jpg

    shot-01.jpg

    You can easily test and use these prefabs to form your own levels, and you can also fully inspect each element to see how it works, thanks to clear and easy to understand code.

    This kit also comes with 12 example scenes for each detector, and three carefully designed live example levels to show the true potential of the project. This kit accepts both touch and mouse inputs, and thus, can be tested on Android, iOS, WebPlayer and Stand-Alone platforms.


    Please kindly share your ideas and comments about this kit :)
     
    Last edited: Jul 15, 2019
  2. sefou

    sefou

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    Hi,

    is it for 2D or 3D ?

    also your WebPlayer Demo don't work.
     
  3. Kasaie

    Kasaie

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    Both :)
    The kit uses flat cubes to simulate a 2D interface with sprites and atlas animations, but you are free to use any 3d models and objects inside the game. You can also change camera's perspective and projection type to make the kit completely 3D.

    Look at this sample:
    2d-3d.jpg



    Please kindly try this link:
    http://www.finalbossgame.com/stealth-action-game-kit/
    or
    https://www.dropbox.com/sh/kfr3db8nz52eawm/AABu3dR2gQ8X-QN8mDZUvKS4a?dl=0
     
    Last edited: Apr 12, 2015
  4. sefou

    sefou

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    Hi,
    if your plugin use physics 2D ?
    with the WebDemo , i have this :
     
  5. Kasaie

    Kasaie

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    No, It uses the standard 3d physics. All static objects use boxCollider and all dynamic objects use Rays for collision detection.

    For the webdemo, please download both html and unity files, then run the demo (html file) on your local browser. I try to upload the webplayer demo on a dedicated server to avoid these problems. Thanks for letting me know.
     
  6. Kalmak

    Kalmak

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    Really like the kit. Quick question, how flexible are the objects. I'd like to write some code so that the police chase you instead of the player being instantly caught (ie have a chance to hide and escape).
     
  7. Kasaie

    Kasaie

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    @ Kalmak:

    Thanks for the kind words. The objects (Detectors) are designed as distinct as possible. They all has their own classes and parameters, and by this, you can easily modify, extend and re-code their behavior, without worrying about possible interference with other objects/detectors.

    For the police objects that you mentioned, they use 2 ways to detect the player:
    1. The obvious way is a normal contact. If two object (Player & Police) collide with each other, it activates the alarm.
    2. Flashlight of the police casts some rays to see what's ahead. If any of these rays hit the player, the alarm is triggered.

    To extend this behavior, you have to define a third way like this:
    3-1. Police object has a proximity range that can hear player's noise. (exactly like noise detectors)
    3-2. If police detected a noise, It will exit the "Path Follow" co-routine and activates your desired behavior. It can vary from doubling the speed, finding the noise position, searching for player (intruder) with a custom algorithm, or following the player with a custom path finding algorithm.
    3-3. If the player was able to flee, police will exit the new co-routine, find the nearest waypoint and continue the "Path Follow" routine.

    I just tried to simply describe the steps required to add a new behavior to police objects. If you want more details on a live project, I'm happy to help you with that :)
     
  8. Kasaie

    Kasaie

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  9. Kasaie

    Kasaie

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  10. Mr.Stein

    Mr.Stein

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    Hi @Kasaie, I realy like this assets.
    I want to buy but really what prevents me from doing is this asset dont work with 2D Physics
     
  11. sefou

    sefou

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    same for me. ;)
     
  12. Kasaie

    Kasaie

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    Can you kindly let me know why do you need 2D physics for this kit? I can easily redesign the kit in the next update to completely support the 2D physics (it's just a matter of rotating the whole project by 90 CCW and replacing all the BoxCollider with 2D Edge Collider) , but I'm wondering why you would need a 2D collider when you might want to use a 3DModel/collider/Ray somewhere in your project.

    Thanks :)
     
  13. Mr.Stein

    Mr.Stein

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    Hi! @Kasaie, in my case is because i have all my projects with 2D physics, for me it would be really cool to integrate your asset to my projects.
    I know is easy to make the change(3d physics to 2d physics) but really if I buy it I would not like to make the change myself =/.

    If you upgrade this asset I definitely will buy it..

    Regards,
     
    KeepTrying likes this.
  14. JessieK

    JessieK

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    It's a cool looking kit though I have to ask if there's any chance of different control schemes (as of now its just click to move) maybe allowing people to use WASD would be cool
     
  15. Kasaie

    Kasaie

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    Ok, my hands are up :)
    I'll redesign the project to support 2D physics, in the next update.

    I also have in plan to add the keyboard (WASD) and on Virtual Joystick (on-screen buttons) control system to the kit. They will be available in the next update.

    Thanks :)
     
  16. Kasaie

    Kasaie

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    Update road-map for V1.1:
    The "Stealth Action Kit" will support Mouse, Touch, Keyboard (WASD and Arrow Keys) and Virtual joystick controls.
    You can expect the new update to be available in two weeks.

    Please kindly share your bright ideas about the kit, and how can I extend it to meet your needs ;)
     
  17. sefou

    sefou

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    Cool. I'm interested. ;)
     
  18. Kasaie

    Kasaie

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    Update v1.1 is now live at Unity AssetStore : "Stealth Action game kit"

    Change Log:
    + Added keyboard control
    + Added Virtual Joystick control

    Next update hopefully covers 2D UI and physics.
     
  19. Mr.Stein

    Mr.Stein

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    great @Kasaie !!!! i realy want the 2d physics
     
    KeepTrying likes this.
  20. Kasaie

    Kasaie

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    Quick fix for update V1.1, in which noise detectors won't work when control type is set to Keyboard or Joystick.

    In "PlayerManager" class, completely replace keyboardInputManager() function with:
    Code (JavaScript):
    1. function keyboardInputManager() {
    2.     //Rotation
    3.     if(Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) {
    4.         transform.Rotate(0, turnSpeed * Time.deltaTime, 0);
    5.         GetComponent(AnimatedAtlas).enabled = true;
    6.         playerIsSilent = false;
    7.     } else if(Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) {
    8.         transform.Rotate(0, turnSpeed * Time.deltaTime * -1, 0);
    9.         GetComponent(AnimatedAtlas).enabled = true;
    10.         playerIsSilent = false;
    11.     }
    12.    
    13.     //Movement
    14.     if(Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) {
    15.         transform.Translate(Vector3.fwd * moveSpeed * Time.deltaTime);
    16.         GetComponent(AnimatedAtlas).enabled = true;
    17.         playerIsSilent = false;
    18.     } else if(Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) {
    19.         transform.Translate(Vector3.back * moveSpeed * Time.deltaTime);
    20.         GetComponent(AnimatedAtlas).enabled = true;
    21.         playerIsSilent = false;
    22.     }
    23.    
    24.     if(!Input.anyKey) {
    25.         GetComponent(AnimatedAtlas).enabled = false;
    26.         playerIsSilent = true;
    27.     }
    28. }
    Then completely replace the followJoystickTarget() function with the following code:

    Code (JavaScript):
    1. function followJoystickTarget() {
    2.     if(Input.touches.Length > 0 || Input.GetMouseButton(0)) {
    3.         inputPos = joystickTarget.transform.position;
    4.         inputPos.y = 0.5;
    5.         if((transform.position - inputPos).sqrMagnitude > 0.05) {
    6.             lookAtTarget();
    7.             followTarget();
    8.             GetComponent(AnimatedAtlas).enabled = true;
    9.             playerIsSilent = false;
    10.         } else {
    11.             //********* Smooth start/stop movement ************//
    12.             speedModifier -= Time.deltaTime * 6.0;
    13.             if(speedModifier < 0.0) speedModifier = 0.0;
    14.             transform.Translate(Vector3.forward * Time.deltaTime * speed * speedModifier);
    15.             //********* Smooth start/stop movement ************//
    16.             GetComponent(AnimatedAtlas).enabled = false;
    17.             playerIsSilent = true;
    18.             renderer.material.mainTextureOffset = Vector2(0, 0);
    19.         }
    20.     }else {
    21.         //print("NO touch");
    22.         //********* Smooth start/stop movement ************//
    23.         speedModifier -= Time.deltaTime * 6.0;
    24.         if(speedModifier < 0.0) speedModifier = 0.0;
    25.         transform.Translate(Vector3.forward * Time.deltaTime * speed * speedModifier);
    26.         //********* Smooth start/stop movement ************//
    27.         inputPos = lastPos;
    28.         GetComponent(AnimatedAtlas).enabled = false;
    29.         playerIsSilent = true;
    30.         renderer.material.mainTextureOffset = Vector2(0, 0);
    31.        
    32.         //move target to player position, so the next movement starts as a normal
    33.         joystickTarget.transform.position = transform.position;
    34.     }
    35.     //always face direct to camera
    36.     transform.eulerAngles.x = 0.0;
    37.     transform.eulerAngles.z = 0.0;
    38.     transform.position.y = 0.5;
    39.    
    40. }

    It will be patched with the next update.
    Thanks
     
    KeepTrying likes this.
  21. Mr.Stein

    Mr.Stein

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    Hi @Kasaie, any news about 2d Physics ?
     
    Kasaie likes this.
  22. Kasaie

    Kasaie

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    Hi @Mr.Stein , Yes we are already working on this, but its taking us longer than we expected.
     
  23. arkhament

    arkhament

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    Hi @Kasaie, your asset look very nice.. but I would like the 2D Physics.
    I like to know when the 2d Physics support will be released?

    Thanks
     
  24. Kasaie

    Kasaie

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    Hi @arkhament ,

    It's already under development. Stay tuned ;)
     
    arkhament likes this.
  25. Kalmak

    Kalmak

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    Just a tip for anyone looking at building their own levels using different assets, make sure your camera is in orthographic projection or mouse/touch input doesn't work correctly. Once you switch that it works fine and you can also click use gravity to have the player move up and down stairs smoothly.

    K
     
  26. Kalmak

    Kalmak

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    An update on my last comment. You can get perspective camera to work with mouse/touch input by modifying the code a little bit. In the touchInputManager function change the first if statement to read:
    Code (csharp):
    1.  
    2. if(Input.touches.Length == 1 || Input.GetMouseButton(0)) {
    3.    
    4.         inputPos = Input.mousePosition;
    5.         inputPos.z = 5; //required offset
    6.         inputPos = Camera.main.ScreenToWorldPoint(inputPos);
    7.  
    Change the offset to z from y and set a value that you like. You must do this because Input.mousePosition.z is always 0. I also checked use gravity and switched the drag and angular drag to 1 so that my player drops back to the ground. This allows the player to walk up/down stairs, roll and jump correctly as well as have a perspective camera which makes my game look much better.

    HTH

    K
    PS I rewrote the code in C# but that shouldn't matter in this instance.
     
  27. arkhament

    arkhament

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    2D !!!!! :/
     
  28. Mr.Stein

    Mr.Stein

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    Hi @Kasaie, any news about the 2d Physics support?
     
  29. Nothnless

    Nothnless

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    Will control freak work with this? Do you have a mobile demo? I only make mobile games but I cant see what kind of virtual joystick or buttons you have. Also what would you need buttons for? You said you added buttons on an earlier post.

    I love that this is 3d, I really would like to take this in the FPS direction, or better yet third person.
     
  30. Kasaie

    Kasaie

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    Update v1.2:
    All scripts are converted to c#. Now you have access to both C# and JS classes at once.
     
  31. arkhament

    arkhament

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    no 2D support yet?
     
  32. Kasaie

    Kasaie

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    Despite all the trouble I took to convert this kit to 2D, the result is not satisfactory at all. I'm sorry to let you know that this kit, in it's current structure, can not be converted to 2D. the reason is that this kit and all functions used in it are designed to work in 3D environments, So the only way that remains is that I re-build the project from ground up with 2D elements.
     
  33. Kasaie

    Kasaie

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    Bug Fix:

    When you are using the kit with mouse controller and camera is set on perspective, Player doesn't follow your touch/mouse inputs accordingly. To fix this problem, you have to set a depth for the perspective camera. Here is the solution:

    In PlayerManager class, find function "touchInputManager", and modify it like this:

    find "if(Input.touches.Length == 1 || Input.GetMouseButton(0)) {"

    then add (JS):

    Code (JavaScript):
    1. var tmpMouseInput : Vector3 = Vector3(    Input.mousePosition.x,
    2.                                                 Input.mousePosition.y,
    3.                                                 Camera.main.farClipPlane / 2);
    4.        
    5.         inputPos = Camera.main.ScreenToWorldPoint(tmpMouseInput);
    or (C#):

    Code (CSharp):
    1. Vector3 tmpMouseInput = new Vector3(    Input.mousePosition.x,
    2.                                                 Input.mousePosition.y,
    3.                                                 Camera.main.farClipPlane / 2);
    4.        
    5.         inputPos = Camera.main.ScreenToWorldPoint(tmpMouseInput);

    And you are done!
     
  34. Kasaie

    Kasaie

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    Special Sale Offer!

    60% off! Now only $10 for a limited time.(Original Price: $25)

    Offer ends 2016/29/2.
     
  35. ashley

    ashley

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    Just checking before I buy, is this still the case?

    Thanks!
     
    Kasaie likes this.
  36. Kasaie

    Kasaie

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    @ashley,

    Yes, There's no easy way to convert the whole kit to 2D. You have to manually convert all objects and classes to 2D or use the current flat 3d architecture.
     
    ashley likes this.
  37. ashley

    ashley

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    Cheers for the quick response :)
     
  38. ssnitra

    ssnitra

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    Can I have just the sprites used in this kit ?
     
  39. Kasaie

    Kasaie

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    Please contact me through PM or email.
     
  40. Kasaie

    Kasaie

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  41. Hormic

    Hormic

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    Hello, it is on sale now, so will it work with latest unity version 2017?
     
    Kasaie likes this.
  42. Kasaie

    Kasaie

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    Hi buddy,

    Yes, it is fully compatible with Unity 2017. The port is also completed on our side and the new version will be submitted to asset store in the following weeks.
     
  43. vertigostudios

    vertigostudios

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    I'm really liking the look of this and its still maintained after all this time.

    Do you plan on implementing AI bots that could patrol, chase and shoot at you. This reminds me of the good old stealth game called Commandos - behind enemy lines
     
  44. Kasaie

    Kasaie

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    Thanks buddy ;)

    I love Commandos series. They are some of the best titles I have ever played. :)

    The Police NPC already has the patrol functionality. But I like the idea of leaving the path and following the player (and maybe shooting at him) so why not, we might add this feature in the next update. Stay tuned!
     
  45. vertigostudios

    vertigostudios

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    Hi Kasaie, thanks for taking the time to answer my question, I'm looking forward to seeing how it progresses.
     
  46. Kasaie

    Kasaie

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    V1.3
    - Game is now compatible with Unity 2018.1.5
     
  47. subtlefly

    subtlefly

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    Hey Kasale,
    Can I get your game kit to create something like the older unity tutorial sample game level?

    I am a school teacher working with the salvation army teaching disadvantaged and disengaged students in Australia. Can you help me out to make this work?
    Thanks
    sub
     
  48. Kasaie

    Kasaie

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    Hi Sub,

    Yes, my game kit is offering a similar gameplay mechanism and elements, but its just a starter kit. You still need to create a lot of custom objects, classes, and new elements if you want to make something like the above video out of it.

    But it is a great solution if you are interested to learn/teach the core mechanism of each detector element, like the CcCams, Noise Detectors, Motion detectors, Guns, lasers, polices, etc... and how to setup them together to make it all work like a real game.
     
  49. subtlefly

    subtlefly

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    So if I buy the game kit are there tutorials or instructions in there to help you get it going?
     
  50. Kasaie

    Kasaie

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    We have included 3 completed demo levels, so you can check their setup and learn how to build something similar with the tools and detectors we have made available.
     
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