I have been working on a Third Person System Tutorial Series - It has been highly requested and Part 3 is dropping now!
UPDATE #1
This is the initial movement setup for a combat system. Following videos will implement first combat steps.
After playing Witcher 3: Wild Hunt last night, I came to my development station and started toying around with a few ideas, one of which was to develop a Batman Arkham Knight styled fighting system. I knew undertaking a large task like this would not be easy, but after prototyping a few ideas, I figured I could get a working demo out and impress a few people. So here is the first video illustrating the basic movement and strafing system.
I will be posting all of the successes and failures for your enjoyment over this development journey.
The next challenge is setting up the mecanim combo system, from which I will implement a mecanim syncing system to register and frame sync hits with the opposite reactions - ala Batman Arkham Knight or the New Mad Max Game.
EDIT UPDATE LIST: As of UPDATE #10 I am now working on refined combat mechanics, crossbow implementation, a massive UI update with lock on display, inventory and skill tree. What you can expect in the next update: - New UI Inventory and Skill Tree - Refined Combat Mechanics - Shield in Combat (for both enemies and player) - More movement with the climbing system. BIGGEST, LATEST UPDATE [07/06/2015] https://www.youtube.com/watch?v=cR27FAq_TnI
Alrighty, this is Part 3 of my journey to a Combat System in Unity, this has taken me some tinkering but now I have a fully working combat system with a different stance, working combo and cloth simulation on the end of the axe, which is sweet.
Now I am implementing more combos and starting work on the enemies (hides in the hiding spot), yes the enemies will prove a harder challenge than the player controller, but the main thing that will be difficult will be the syncing of hits reactions of the enemy.
Wish me luck and I’ll see you all in the next video.
I have been working on the next update video and it’s looking great! I have two working combos, also now Crossbow implementation! You can pull out a crossbow and aim with it. Need to insert firing capabilities. I have also improved movement detection, so you don’t have to wait a couple of seconds for the player to start moving.
Looking forward to showing you all what I have been working on, when the video is live I will also have a working demo on my site you can play with and give suggestions on bugs and what to improve on.
Thanks for reading and catch you all in the next update!
Update #6
Still crunching in development for the enemies, so they’ll definitely be in the next update, just uploaded a very early test for you to play on my site.
Alrighty this is a good update with a better starting movement controller, so the player reacts a lot quicker then what he did before when starting movement.
Also started to implement a stamina system and a crossbow animset. Just need to finish the crossbow model to allow the player to have something to hold. Need to tweak the aiming system to bring the camera closer while in crossbow mode.
Added another combo for the Axe Animset.
Next update should be about the first enemy implementation. Video up in 83mins. SKYFLUX DIGITAL
This is the first enemy AI implementation. Enemy is still rough, and the hit detection needs work but the basic principles are here and working so now I have a base to build off.
In this update I have introduced Lock on to Enemies to allow easier strafing and also updated the player model.
Enemies can now pursue you faster and more accurately with new Falling states.
Enemies now have their own dependent GUI’s which show how much health they have and also their enemy type, in this demo’s case they are “Thugs”.
Player has enhanced combat movement with the Axe with better animation lineup and better syncing with mecanim to allow more responsive movement - Also Dodging is now implemented to allow faster reactions to evade enemies strikes.
Feet IK now works a lot better and requires less memory to process - shown from the profiler readout.
I have also started implementation of Horse riding for faster transport around the game world. [Actual riding coming in the next update].
** Please note the frame rate is due to my bad capture software, you can test to see how smooth the game actually is, capping way over the 60fps mark which is great because I can still add heaps and heaps of features and beautiful landscapes… did I mention landscapes… coming in the next few updates I will begin to flesh out the game world to allow for better exploration and begin to integrate more GUI elements into the game as well. **
As always I will have a link to the most recent demo on my website soon.
I hope you are liking this project so far, if you have any suggestions or just general feedback please let me know in the comments below!
This is looking really good. Read that you did a crossbow which is great. How about 2 hand fighting combo? Or shield/sword? That is one thing that is lacking in every 3rd person controller. Everyone does 1 hand sword/gun etc but none do a sword/dagger or sword/shield attacks.
But keep it up will be interested in the final outcome.
This is the first implementation of horse riding in the combat system.
A more refined update video will be up soon, with the added ability to get off the horse as well as the horse following the player at a set distance around the map.