Intense Third Person Shooter

Intense Third Person Shooter v1.3

Project is back and now better than ever.

Complete rework of Player and Shooter AI with the new generic character controller structure

  • Physics based Locomotion System without root motion
  • Modern Cover System
  • Generic Gear System, gears are controlling the characters
  • Weapon and Throwable Gear Systems
  • Inventory System
  • Modern In Game HUD and Player Menu
  • Complete Goal Oriented Action Planning system
  • Various Character Control Systems
    - Intense Shooter AI v1.3

Asset Store Link

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Contact : Mail

Demo (Windows)

ChangeLog V1.3 (Main Changes)

a-Goal oriented action planning

-Goap logic of AI is much better now.

-All of the actions,sensors,systems etc. are improved.

-Planner chains actions starting from Goal conditions now. This gives much more flexibility to planning…

-Actions can request different preconditions according to agent’s conditions at the actual planning time, they can also -store imformations at planning time and then can use those informations when the action is activated if they exists in -the final plan.

-Planner can chain all kinds of actions if requested while planning and more than once if needed. This behaviour is used on GoTo action of AI agents. There is not enough action to showcase this for now though but you can take a look at the action scripts to get the idea of the new planner action chain logic.

-Runtime cover checking sensor is available now.

-Enemy sensing is much better now with the new enemy manager sensor.

-Some sensor-action etc base classes implemented to help developing new ones easier.

-Blackboard is improved & used more efficiently

b-Subsystems

-Character control systems are redefined now and completely reusable.

-Throwing and weapon systems are defined by using these controller systems.

-Seperating them from one another opens up many opportunities. You can create new character controlling mechanics just by reusing them.

-Usage of those systems can be described with a basic example from the project:

-If a character wants to aim weapon, weapon’s character driver (also new feature) asks various controller systems for new controller objects it needs, like look ik controller. Then it says that character should look at enemy or forward by using this controller.

-So by using look ik character control system, you can create new behaviours like looking at friends, points of interests etc.

-This kind of behaviour was started to be used in the previous versions but now all of the systems are seperated and redeveloped for flexibility & reusability.

Some of the character control systems are :

-Gear manager

-Weapon manager

-Throwable manager

-Capsule collider manager

-Cover manager

-Locomotion manager

-Animator layer weight manager

-Limb ik manager

-Weapon & throwable managers are just modified versions of the new base Gear Manager system, this system is defined to make characters use different types of weapons/throwables etc. simultaneously. Even superpowers can be implemented with the new gear system when the need arises.

-You can discover more about the new gear-character-control logic by checking the weapon/throwable driver scripts.

-Basically you can define all kinds of different character controlling gears by implementing new gear(weapon,throwable etc.) drivers if you need. When you get the logic behind it, the things you can do with it, is unlimited.

-Locomotion manager is not using root motion now. It works smoothly both for input and navmesh and very easy to change locomotion behaviours at runtime with its controller object.

-Complete new third person camera with camera manager to use like any other overridable system

-New automatic player cover mechanics

-Player menu manager with system override samples

-New player item collect manager

-New user input with key action binding capabilities

-New screen space crosshair

-New player world collectable icons & tips

c-General

-Environment tagging is better now. Its using unity scriptable objects.

-Character objects like weapon grenade bullet etc, are have item id’s now and all of them are instantiated at runtime by using their item ids.

-Scriptable object instantiator window is more generalized now as there are much more scriptable objects you can use.

-Weapons & throwables are reading character positioning data from xml files now. New scripts are defined to help you make the new characters use available gears quickly and save everything at runtime.

-AI Debugging scripts are improved, and new ones added.

d-Inventory System
-New inventory system is available with save load capabilities
-Inventory item editor helpers
-Player 3d world menu and item menu tab
-Player 3d world in game hud



4 Likes

Seems pretty cool! but where is the playable demo so we can actually test this out before buying it?

I am working on some new features right now. I will consider adding a demo after that.

Consider…? I would say it’s a must if you want some good sales on this asset. Everyone wants to demo a product before purchasing it. So make sure you add Webplayer or WebGL Demo. As I for one would not purchase it without a demo, and usually skip every asset that does not provide one. I’m pretty certain i’m not the only one especially with the many assets that have made it’s way on the asset store that were either stolen and repackaged, or simply not good quality.

To be honest webplayers are problematic as its really quite easy to disassemble them and rip the content, so i don’t hold it against any asset dev if they arent willing to make webplayers

However, well produced, concise and complete documentation and tutorials in video form explaining every aspect of what you’re getting is a thumbs up

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So whats to stop someone from buying the asset stealing the code, repackaging it and selling it elsewhere?
It’s much easier to steal a product by simply paying for it if someone really wanted to steal your work. What’s the point then of selling a product if you going to waste your time worried about people stealing it?

If you want to protect your work, you trademark/copyright it. You see someone who stole your work, then your take legal action. Not publishing a Web player or WebGL is going to eliminate the risk of someone stealing your work. If I really wanted to steal your work, why would bother disassembling a Web Player Build if I can just buy it and get it that way?

@techcloud Well good luck to you then if you decide not to provide demo product. Last I checked all best selling Assets have a Demo. Like UFPS: Ultimate FPS https://www.assetstore.unity3d.com/en/#!/content/2943, best selling Game Kit there is on the Asset Store making thousands of dollars per month i’m sure, I don’t see them worried about someone stealing their work.

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@jonkuze I didnt say that I wont provide a demo. I’m just trying to provide some other core features that tps games needs to have , at the moment.

Erm… if you wanted to pirate the asset you’d buy it? Never mind, this isn’t the place for such a debate, I’d just like asset makers to take better care of their hard work, I’m happy to explain how when not in someone’s product thread

Good luck with your asset and be sure to make good documentation and api reference etc available online as that’s a much better yard stick than ā€˜look at a type of game you can make with some of these features’ kind of demo

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hm many sames with tpsa i see…the cam distance on the video in aim modus is to near and on sliding.you see on sliding not the char.hope you will more work on your asset as other peopel on tpsa.

I couldnt understand sorry, but almost everything is customizable via inspector including camera, if that’s what you’re telling…

yes that i mean :smile:

OK, I’m only responded based the fact that you said you’ll consider it, which means your on the fence about it. I’m just trying to help that’s all. You have lazygun supporting the idea of no demo, since you liked his comment i guessed you might go down that route. But anyway it’s up to you… I’ve made and continue to make a decent amount of monthly revenue from my assets, and i’m almost 100% sure it due to the fact that I provided demos for everything.

Nothing provides a customer with more confidence in your product than a quality demo, otherwise they are purchasing something blindly. Even if someone does not buy it after demoing it, you still have potential to gain some feedback from them to improve it. So it’s a win regardless. It’s better to have feedback, than a bunch of angry customers after they buy something they were never really certain works the way you advertise it. Then you get instant bad reviews… bad reviews equal less sales obviously.

Having a great demo is 50% of it I feel, and having good documentation and video tutorials is the next 50% to help really sell your asset well.

Or don’t listen to me (a current asset store author) and follow lazygun, and hope for the best. He seems to be suggesting you forget the demo, and just worry about good documentation. You need both.

This is silly, a dev can create a demo if they want, im not disputing their efficacy, more the fact that you should, if youre going to make a webdemo, consider what you include… for all the successful asset guys ive known, ive known a lot more get burnt

I personally see demos as a bonus, but i will make my decisions based on what i percieve to be a level of support and information - i.e. video tutorials, video demos, online documentation and often general warm regard by others. There are assets i have or intend to have based strongly on the positive views of forum users who really do know something good when they see it, stuff like the whole behaviour designer/node canvas/dialogue/lovehate interaction is a great example of good authors working in synergy and it speaks volumes for the quality of their products

I’ve been in positions where a demo has been misleading or irrelevant to my uses as they dont tell me nearly as much as some action videos and an api reference will, but still, if you make demos, and as you are an asset author too, observe some of the systems some guys on the store have that make them very resilient to piracy, its quite ingenious and if you want my thoughts on it you can ask in pm, out of respect for those asset devs who have had the foresight to implement these measures i wont go gabbing publically about it

Oh and as a sidenote, i think webgl is great, and is going to be significant (ive already been messing around with webvr a lot) so good on you for working with that

1 Like

A demo is never really all you know he muss.Wenn in the demo a Plane as underground use shows that far from how the player moves in the terrain. Most people see a video and then want to have it bring purely their own business. See TPSA, it also has no demo and more than once was sold … I think a good documentation and someone who stands fully behind its work and it continues to operate and it is worth expanding more than a demo.

And by the way Kuroato, your demo in AssetStore does not work, but also brings the player to the directory tree, nothing more. :wink:

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LOL! Pandur1982 did you bother to click in any of the folders to access the demos? They are named (_demo) after all, anyway I’m having an issue with my domain I have to rebuild somethings, but all demos are still accessible.

Overall guys, what we are discussing here is perspective based on experience. From my experience and understanding of the Asset Store Market, most Sales comes from New Developers. Any well experienced game developer today would code their own game, or create their own assets from scratch, and on some occasion use other assets sparingly as needed to speed up certain processes or development time.

I’m pretty sure 90% of the sales on the Asset stores are generated by noob developers that don’t really understand how to use Unity to begin with, or people looking to prototype something quickly. The 10% that purchase from the asset store maybe are some serious developers, and usually are the easiest to deal with in terms of support.

90% of support emails i receive are from people who don’t know the basics of how to use Unity. And that’s OK, because Assets are great for people to learn from or try to begin building a game with. Usually these people want to see a working demo. So i guess the main point i’m trying to get across, is that @techcloud 90% of your sales will most likely come from nooby developers. Third Person Mechanics, any experience game developer can do this on their own and most of the time would much rather work with their own code base than some one elses code.

So if 90% of your sales may come from new developers, it’s going to be expected of you to provide a demo otherwise your sales may suffer. Especially being that there are two other TPS Kits already both providing Demos. And yes @lazygunn a Demo is not everything, he’s going to need to actually do alot more esppecially going up against the other two TPS assets. Now i just discovered one of them has Multiplayer Support!

Hint: Maybe you should add Photon Cloud Networking Support.

techcloud Stay cool, TPSA I myself and to be honest it’s not just what to make with the asset on its feet, problems are the support and the AI at the time. In addition, you will only put off for the purpose of updates, the other TPS controllers, I know only from the TPSA thread and how to read because he will probably be worse than TPSA, but as I said do not know the.

I think if you there’s a decent AI with pure bring the works as well and maintain your asset are doing and supportet you people are the Bude break down, it’s been so Kuroato, most buyers in Asset Store have not a clue sometimes just a TPS Controller to build and are glad when they get does take it off most things.

The best is you look just check out the other TPS controllers assets threads here in the forum to build and the one what people want and what you can implement.

Good luck: D

1 Like

Id be very tempted to purchase, but Id second the calls for a demo! At the end of the day, a video may not represent the end product very well.

let’s not rush things, I’ll consider making a demo after 1.01 update. In the meantime, you can ask if there is something you want to know.

Sure, any idea when a 1.01 version will be available? Also, it looks good by the way! (Hence the interest :))

It’s almost over. I just need 2-3 days and I will upload. You can expect unique cool features.

2 Likes