Deftly - Flexible Top Down Shooter System

Get it now on the Asset Store!

https://www.youtube.com/watch?v=xzyzwu15MtE

Deftly
A flexible system for creating Top Down Shooter styled games like Dead Nation, Helldivers and Gauntlet.

The goal is to provide a base script for each typical asset and offer enough options within them to feasibly create any type of Character, Weapon, Projectile or AI Behavior within reasonable constraints by using nothing more than the Inspector. As it stands, this is done with 4 primary scripts: Subject, Intellect, Weapon and Projectile. These scripts compose the majority of the gameplay. Other scripts include a flexible Movement controller which you can easily control the feel of the character as well as a Camera controller that allows you to modify the angle and position of the camera in editor mode without breaking any of the control setups.

Drag-n-drop ease of use
The current workflow is to create a prefab, add the corresponding script, customize the settings and simply begin using it in the game. While the inspectors are robust and might seem daunting, the design goal in Deftly is to have excellent output from minimal input. Once you are familiar with them you will be able to build prefabs quickly.

With the currently exposed options in the scripts you can compile a character with a weapon, projectile, basic sounds and effects in a matter of minutes. Below are some [old] images of the major components.

The Intellect’s actually use all of the relevant data from their Subject script. For instance, Weapons that you give them. No need to build that in the Intellect, just give the Subject weapons and the AI will figure out the rest.

Other features include…

  • No Bullet-through-paper issues. Use Physics or Translation methods.
  • Raycasted (aka hitscan) or Instantiated projectiles (traditional) can be used.
  • Prefab driven system, drag and drop interfaces.
  • Weapons can easily eject shell casings using a cheap particle system.
  • Lots of optional debug returns on every script.
  • Team based AI intelligently sorts friend from foe.
  • Also sorts most threatening target, including its allies (friendly fire). Prioritizes enemies.
  • 60+ fps in stress test with 50 vs 50 AI’s instantiating projectiles.

Minimizing the need for Complex Animation setups
A fundamental part of the framework is a using the Mecanim IK system to handle weapons.

Deftly allows you to define an offset from a joint (like Hips, or Shoulder) how far the weapon should be from this bone. The IK system will take it from there and you’ll need no animations for your ranged weapons. The IK Proxy system will sort out where weapon should be positioned and pointing. Melee weapons still require animations.

The demo has an example for that setup and you can always use one of the support channels to ask for additional help and clarification.

It requires that you use the Humanoid rig option in the import settings to take advantage of Mecanim’s generic bone mapping. You can use Non Humanoid - there is an example scene using Unity’s Minebot.

What about a demo?
A demo is in the works. Until then, you can check out the trailers above or watch the gifs below.

AI pursuit, Procedural IK weapon cycling and Eleanor (included model)

Trello Board || Getting Started / Overview || Release Notes || Twitter

6 Likes

This looks like a kit I would consider.
Only because you mentioned Gauntlet! :slight_smile:
Nice work Lane.

Thanks! I think you’ll like the updates in the pipe. =)

1 Like

The Weapon IK system handles hands correctly, you can specify orientation and how they’re placed on the weapon.

Check out the gif!

This framework looks really useful and would fit my game idea perfectly. Look forward to getting it asap.

Such bullets. very spray. much wow

Check out the gif!

2 Likes

Tag Based collision system now lets you pop unique FX and Audio for each type of material the projectile hits! =)

Check out the gif!

2 Likes

Just a quick video from the latest beta.

All of the custom inspectors are ready to go, lots of easy buttons, toggles, sliders and tooltips to explain how things work. Currently everything is stable and working as intended. After I finish some simple demo scenes and video tutorials I’ll submit to the asset store.

=)

1 Like

They’re learning… =)

Check out the gif!

1 Like

Stress Test of 60 vs 60 AI with all features on.

Playing with UI for the Demo mini-game.

Check out the gif!

This looks really cool, based on how you are making the system to be easy and inspector based (thumbs up for that)
I take it would be a straight forward proccess for me and other devs to implement other assets like our own AI and inventory etc?

Either way this looks cool and waiting for it to reach the asset store.:slight_smile:

Sure, it would be easy to replace the ai. There are no dependencies on the Intellect class so it’s simple to strip out. The weapons and everything would continue to work normally if it was removed.

Generally I know you guys will want to customize this and swap things out so I’m working toward making that as painless as possible. The design is simple enough for beginners to read and understand. All of the code is all explicitly written with easy readability in mind.

I’ll submit to the asset store this week once I wrap up a demo level with UI. :slight_smile:

Submitted Beta 0.5.1 to the asset store for review.

Awesome! Looking forward to this on the asset store. What’s the price?

Cool! It’s $45.

Melee! Deftline Miami :stuck_out_tongue:

You can now create Melee weapons and use them on the player. You basically Create the weapon model/prefab and setup the collider, create prefabs of the attacks, specify stats (like dmg), type in the name of the Animator Event that fires when the attack is used, save the prefabs, then drag the prefabs onto the weapon in a list. Once you put the animation and setup transitions in your Animator its ready to go.

Check out the gif!

Looking good. Any word on the asset store yet? Been checking for it.

Finally got word back but it was declined because all of the docs are Online. I’ve made an offline PDF getting started document and decided to add Melee support before I submit it again so it’s probably like 2 - 3 weeks out, depending on how long the review process takes again.

hi @LaneFox , your asset look really good.
Why you dont make a web for sell ? Remember that Unity asset store get 30% from your sell…
So if you made a web and sell in the web via paypal you can get the absolute 45 us$