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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)
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