[Released] Game Kit Controller: Engine with melee, weapons, vehicles, crafting & more! 3.77b

Hi everyone.

Almost done with the adjustments for the better fire weapons on third person and FBA, which is the only task left to complete for the update.

In the meantime, I got the idea for this clip, enjoy :grin:

Regards.

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Hi everyone.

Ok, all checks done on the fire weapons for the improved default values. Here a preview with the sniper, which allows to also adjust the zoom on the view easily, and showing it on both 3rd and 1st person with FBA:

Any feedback is welcome, I will make a more complete view with the rest of weapons and examples.

Regards.

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Hi everyone.

Here the lean on fire weapons on full body awareness first person:

it allows to configure the rotation amount and offsets for the height and right/left positions and movement speed.

Regards.

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Hi everyone.

Here another view of the sniper, but with the attachment configured properly to set a custom aim position according to equip or not the telescopic sight:

All tasks have been finished, so will do the demo builds tomorrow to send the new update to the store.

Regards.

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Hi everyone.

Alright, dynamic reticle ready, demos checked and prefabs updated.

Each weapon can use its own dynamic reticle, with its own settings:

The update should be released this week.

Regards.

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Good news, everyone.

The new update 3.77b is live on the asset store (a little reminder to always make backups of your projects before anything else) :grin:

Also, there are new animations added on the examples of the action system and other movements, so I recommend to check the public repository of the asset to get the new animation package (more info on the doc, in the external files section).

Thanks for all the kind words, interest, feedback and support (especially to all the Patreon supporters) while working on this new update, it means a lot for me and really motivates to keep working more in the asset :smile:

Time to resume the work focused on multiplayer online and VR integration along other elements for 3.8.

Also, if you have already GKC any of the 3.7 versions, you should be able to just import the new version in your project, previous backup of your project.

But of course, you can also import all the content and create a new player, which is in most cases, the most recommended way. But VERY IMPORTANT: MAKE SURE TO MAKE A BACKUP EITHER IF YOU OVERWRITE OR IMPORT THE ASSET DIRECTLY :wink:

Here a direct link to the animations package for 3.77b (once imported, remember to close and open the project):

Regards.

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Good news, everyon.

Integration of GKC and emerald 2024 made, here an example:

And here the doc with steps:

Integration Doc

I added a component which allows to use the match target system for any external object, so it can be used for the “magnet” state when doing an attack to adjust player position to the target place.

Let me know your results if anyone tries it, to make sure the doc and steps is clear :wink:

Regards.

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Hi everyone.

I want to record a new tutorial video tomorrow.

Also, I will do a small doc to show the steps to configure any vehicle/animal controller configured with the general drive/rider system of GKC to be usable for the shapeshifting ability.

Here an example with malbers dragon to rider it or turn into it (it can be used for any vehicle too, to transform on RCC, or Edy’s or UVC, etc…):

Regards.

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Hi everyone.

Here a view on the improved body destruction, as for example, if the upper body has the arms or head destroyed, the spawned upper body will have those parts disabled too, if you damage the middle body enough to split the character in two:

Regards.

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Hi everyone.

Here a first progress example of the improved shared action system to play animations on 2 characters together, allowing to be activated easily by external elements or called by events on actions or inputs.

In this case, the remote activator allows to be activated on the editor or by an event, from a close combat attack, as the third punch activates it at the end:

I want this system to allow to trigger also contextual actions easily.

Regards.

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Hi everyone.

Here a summary of elements for this current 3.8 update in process:

  • Online multiplayer, flexible to use most common online solutions, fishnet, mirror, photon
  • Selection for single player, coop or online multiplayer menus ingame
  • Improved shared action system to play actions based on animations for 2 characters, to make easier and faster to customize this kind of actions throuhg the current action system
  • Customization of the character at the beginning of the game, like in dark souls, fallout, cyberpunk, etc… allowing to set info related to stats, abilities and other values according to the class selected (warrior, wizard, archer, etc…)
  • VR integration, having all the types of view usable on VR, from regular first person to third person and the rest of locked cameras, like 2.5d or top down or isometric, etc…. allowing games like Moss or astro robot
  • Inventory tetris grid management inspired in resident evil 4 (original/remake) with items having 1 or more slots, with different shapes like rectangles or bigger squares
  • Main tutorial video for guide, quick start and first steps into any kind of project, including to show character templates for player and AI
  • AI boss examples and resident evil nemesis/mr X AI type examples
  • New video tutorials and new content doc

I also keep working on the improved shared action system, will show some clips and examples during the week :wink:

Regards.

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