A fully custom & flexible system that will allow to be able to make all kinds of varying games like virtua cop, house of the dead, area 51 and so on, by simply changing values in inspector.
For now, testing out features and showing they work, once it’s complete,
i’ll make actual full game scenes.
Latest Update:
Features:
Core Mechanics Core Mechanics
Players Set/Track (Count, Features, etc.)
In-Game UI (Health, Etc.)
Enemy Spawning (World Space or Screen Appear)
Credits (Per Player, Count, Add/Reduce credits, Use credits, etc.)
Hold Fire (Pauses all player actions, displays hold fire UI)
Stages/Scenes (Setup stage counts and amount of scenes per stage, data used for auto tracking during gameplay)
Stages/Scene Stats (Stores game stats during runtime, can be called back at any time or on stage/scene end) - Hits, Accuracy, Kills, Misses, Etc.
End Stage/Scene UI (References, etc.)
End Stage/Scene (Displays end scene when called, shows game values stored)
Game Over (Displays game over scene if player health drops to 0)
2 Players Options (UI, Game, Etc. updates and displays properly based on player count)
Gore (sets gore active on players/enemies, etc. based on playerpref/menu value)
With this update I completely re-wrote the entire Weapon UI system to support a few different setups for the ammo update, allowing either switching sprites or using the bullet eject method and updating the bullet positions.
A new addition is the Decal System which spawns decals and impact particles based on object/tag hit and i can set different decals/impacts based on weapons as well as tags (i.e revolver + wood, automatic + concrete, etc.)
Updates:
UI Update (Bullet eject when fired & UI bullet position updates per shot)
Bullet eject pooling (pools bullet ejects per weapon)
Decal System (New system that handles all decals and impacts)
Added “Use Gore” feature which can be turned on and off from the menu (if true, it will use head/body explosions, body hit blood squirts, etc. | if false, none of that will be used and the game will play without gore)
Added explodable head shots (i.e new head model, particles, head pieces, impact decals, etc.)
Added new body explosion (i.e body parts, particles, impact decals, etc.)
Added new bloody squirts from body part shot (i.e particle on leg, arm, etc.)
Added enemy check per area (cannot move on from area until all present enemies are dead)
My system should work across all platforms, utilizing motion controllers those that have them, in place of lightguns if not present.
It would be nice if it could be compatible with most light guns but some of them use different setups/systems, so i’ll need to do thorough testing before giving a specific list.
In this video I go over the Decal Set extension for the Arcade Light Gun Shooter system, showing off how easy it is to get your game world setup and interactive!
In this video I go over the Decal Assign (previously “Decal Set”) extension for the Arcade Light Gun Shooter system, showing off how easy it is to get your game world setup and interactive!
With the changes from Decal Set to Decal Assign comes a whole new UI and some other features
May be for player you could also add cover feature, similar to time crisis, or option for cover to reload.
May be already implemented or can be done with existing features, but I think it would be worth testing a shoot while move. Like you advance trough a predefined path looking this or other way without stopping. Like not for whole game but for a section could be interesting.
For gamepad may be some easing may be needed.
I think is a good idea you make game first because with all the asset flippers out there gonna leave you without a chance
I’ll consider it but those kind of additions probably won’t come until a later release, as the initial design is made to replicate games like virtua cop and area 51
Looks really Awesome, brought back old memories:smile:
If you are looking to release your work as a template on the Unity Store, you should do it with bare graphics just showcasing the functionalities.Rest depends upon the skills of the developer how they make use of the kit
Yea i’ll of course include a few demo scenes in the asset pack that will be bare bones, however for demonstration and development purposes, i’m using a more complete setup/display to give a better impression of what you can actually do with the system.