Action Adventure Framework [WIP]

Hi folks,

Some days ago wandering on the asset store I found this asset with discounted price and gave me an idea about something I wanted to do: an old style survival horror framework.

yesterday I’ve uploaded a little sneak peak video about the progress by far:

Features presented on the video:

  • camera triggers (camera is switched once you hit a trigger).
  • different type of following cameras (only shows 2 of the 3 types i’ve made by far)
  • old school player control (at the moment, preety basic. No aiming shooting mechanics at the moment)
  • event triggers (very primitive at the moment).
  • cinematic scene manager.

Planned features for the framework:

  • 2 types of player control (old school and new one).
  • Enemy AI.
  • camera triggers and configurable camera properties.
  • old school inventory system (kinda like the old Resident Evil/Biohazard games).
  • event triggers (pickup objects, cinematic triggers, etc.)
  • cinematic scene manager.
  • few stuff more for make easy develop these kind of games.

Let me know your thoughts.

  • Jonay
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Nice! Reminds me of good old Resident Evil and Silent Hill camera style.

in camera style, I’m trying to do a mix between the 2 games camera styles.

Keep up the good work!

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amazing i m searching for this something like this long time ago hope u released soon on the asset store

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At the moment I’m working on the following features:

  • inventory logic (add, place, drop, combine, check if have inventory slots aviable, etc)
  • event trigger logic (pick up items, activate cinematic scenes, etc)
  • game data logic (save status, activate automatic triggers, set/unset enemies on scene, etc)

Having in count that is the heaviest part of the framework, these features have the maximum priority right now.

Hahahaha, this has me laughing hard right now because my brother and I were thinking about doing something like this too. We actually went through the rendition about how survival horrors were great back then when they were like this. Even Ecstatica was amazing because of this style. Look forward into watching you add more. Awesome work so far!

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another thing to say about the framework:

maybe is being developed SPECIALLY for make old style survival horror games. But if you realize the same game mechanics (or similar) are in other non-survival horror games, or better say, action adventures (We can talk about Dark Earth for PC, Fear Effect series for PSX and more). we can say that you can do the following kind of games (and maybe more):

  • Action Adventure (References: Fear Effect and Dark Earth between others)
  • “non point and click” Graphic Adventure (I haven’t got a reference in mind right now…).
  • Survival Horror (obviously, with its obvious references)
  • Any game genre that needs what the framework offers.

So at the end it’ll be a preety useful framework.

any idea when its done ?

not at the moment, I’ve started few days ago. Anyways, I’ll update this post when I have new videos and stuff to show.

well, let’s report the status by far:

Action Adventure Framework Developed Features (what I’ve programmed by far):

  • Camera Management
  • Data Management
  • Event Triggers
  • Inventory
  • Character Control
  • Cinematic Events

Action Adventure Framework Finished Features (What I’ve finished by far):

  • Data Management
  • Event Triggers
  • Inventory

possibly on the weekend I could show videos and screenshots without any problems.

PD: as you’ve noticed, the final name of the framework will be Action Adventure Framework

could you add a third person perspective with shooting and some ia stuff … i m ready to pay more for it if this stuff are included too

At the moment, I’m focusing making the old controls that RE/Silent Hill and a great quantity of action adventures/survival horror had. Plus a renewed version of those old controls for making it more agile (you know that “the left/Right to rotate and up/down to walk forward/backwards” movement controls, per example, are too problematic and outdated for the actual control standarts).

the first version of the AAF won’t have that kind of control scheme you asked. But It’ll be something that I’ll implement on the next version of the framework, of course (I know exactly the great part of the new action adventures/survival horrors have that kind of control, so it could be kinda ilogic not implement it).

as promised, here we have a video of the actual status:

  • Added the first character type control: old school control.
  • Added the first old school AI Type: melee

here’s another video. is a stress test with 20 enemies driven by Unity’s built in pathfinding system.

God you’re bringing back my nightmares…You wouldn’t believe the amount of sleepless nights resident evil/silent hill gave me :smile:

Still…I’m a sucker for horror games! and i don’t think i would be the only one that would want to play an old school survival horror like this ^^

static enemy AI is done, they can do melee attacks, ranged attacks or both. You can change too if you want to look at the player or not.

next AI is the “Nemesis” one.