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Universal Crafting Tool, Crowds Pedestrians with AI and more...

Discussion in 'Works In Progress - Archive' started by Dan-Stubbs, May 14, 2014.

  1. Dan-Stubbs

    Dan-Stubbs

    Joined:
    Jul 14, 2010
    Posts:
    46
    I'm currently working on The Hit, and developing a set of tools for creating environments, objects, AI and story elements. My plan is to make these available as soon as I can, but I need to do a lot of work in order to make them useful and polished. I'm also not sure whether it'd be better to sell these tools separately or as a bundle. I'm thinking of charging around £100-£150 for the bundle, which will include:

    Universal Crafting/Prototyping Tool

    With this tool, you can create scalable voxel-like objects. The tool currently supports editing from 1 meter scale down to 1cm, but that's just an arbitrary limitation, and absolutely any size will be possible.
    The current version only uses flat greyscale, but colours will be added soon, and texture support is on the way. The data format itself is unrestricted, and a huge library of ready-made assets is already in production, plus it takes only minutes to make your own scenes and objects.

    Demo


    Crowd System with Navigation

    The Hit is set in a populated city, so I needed a robust and lightweight tool for creating crowds and pedestrians. My crowd system can currently support 10,000+ NPCs with pathfinding, and I'm in the process of adding avoidance and reactive AI.

    Gallery
    Video

    There's a few more systems I'm working on, including a very powerful and simple narrative toolkit. At the moment, I just want to know if anyone's interested, and how much they'd be willing to put up with in terms of untidy UI and unfinished code. My focus is currently on making the best game I can, so making the tools polished and professional-looking isn't my top priority.

    Thanks for reading.

    The Hit website
    Work-in-progress Post (Unity Forum)
     
  2. casperjeff

    casperjeff

    Joined:
    Apr 13, 2013
    Posts:
    333
    Very cool.
    The only thing I will say is that people who want/need a crowd system probably aren't same group who wants a universal crafting system - separating the two projects might get you more traction (from an asset sales point of view).

    Jut my $0.02
     
  3. Dan-Stubbs

    Dan-Stubbs

    Joined:
    Jul 14, 2010
    Posts:
    46
    Thanks. There's some advantages to keeping the systems as a single bundle, but I think you're right. Hmm... maybe I should release them as individual tools, and then have a Pro-only version with the entire toolset. That way, I could build in some of the more advanced features I'm working on, while making the tools as accessible as possible.
     
  4. HeadClot88

    HeadClot88

    Joined:
    Jul 3, 2012
    Posts:
    736
    Hey Dan,

    I would most certainly buy your crowd solution. I have been following your game for a while now.

    I want your crowd system.
     
  5. Dan-Stubbs

    Dan-Stubbs

    Joined:
    Jul 14, 2010
    Posts:
    46
    What would you use it for, if you don't mind me asking? If it's just static crowds you need, I could probably submit it to the Asset Store in the next week or so.
     
  6. HeadClot88

    HeadClot88

    Joined:
    Jul 3, 2012
    Posts:
    736
    Could you define Static Crowds? Just curious as to what this pertains :)

    As for what we are planning on doing with this asset - We are planning on making Small top down GTA Clone. So we would need crowds to react to various events such as the player hurting/Killing NPCs in the crowd and the like.
     
  7. Dan-Stubbs

    Dan-Stubbs

    Joined:
    Jul 14, 2010
    Posts:
    46
    I just meant crowds that don't move, like in racing games or sports games.

    Best of luck with the GTA clone. I'm not sure whether I'll be including reactive AI with the crowd tool. The Hit's AI system probably won't be general enough for most uses as I'm not using a navmesh, and there's a bunch of good AI add-ons on the asset store already.