Hello everyone! I’m William from VSXGames and I’m the creator of the Space Combat Kit, which has been very well received by developers like you over several years of being on the asset store, and helped many people bring their game projects to life.
I bring you the Mech Combat Kit, a powerful system for creating Mech games from simple arcade-style/mobile games to more complex ‘simulation’ games like MechWarrior.
Easily customize target boxes and radar icons for different target types.
Health
Easily make anything damageable and explodable.
Individual limb damage (shown on the HUD for both player and target).
Effects on control of the mech driven by limb damage.
Energy shield with hit effects.
Resource Management
Add jetpack fuel consumption, energy management, weapon ammunition, and more.
Drive events with resource levels (such as exploding the mech if heat gets too high).
AI
Add mech enemies to your scene and give them patrol routes.
Have them attack the player and defend their base.
Modules / Module Mounts
Create points on your mech where the player can load modules (e.g. weapons)
Easily create new modules (weapons, health generators etc).
Loadout menu to configure mech loadouts and save them
Load and swap modules during gameplay.
Objectives System
Set up objectives for the player
Set waypoints to them and display them on the HUD
Mech Enter/Exit System
Easily enter and exit mechs during gameplay with a character.
Use third party character controllers.
Pooling System
Efficiently handle many objects in the scene such as projectiles, explosions, and effects.
Simple and easy to use.
Rumble System
Add camera shakes and controller rumbles based on what’s happening in the scene.
Customize rumbles in the inspector.
Menu System
Pause, game-over, loadout, and controls menus.
Game states system to easily switch between game states and activate menus.
Much More!
Loads of utility scripts and components to help you build out your mech game.
Benefits:
Packed with features – build the foundation of your game in a fraction of the time it would otherwise take, giving you the opportunity to quickly test new creative ideas and make rapid progress toward release.
Easy to customize – enjoy a modular, event-driven design that gives you powerful customization from the inspector. All the code is designed to be easily extended with inheritance, and is neatly written and documented.
Actively Supported And Updated – benefit from years of constant development and updates, driven by a community of users just like you. No support request goes unanswered.
Feel free to ask me questions about this kit, and I am always very keen to hear what you would like to see improved or added in the future.
Don’t wait! Grab your copy of the Mech Combat Kit right now and turn your dream mech game into a reality
Looking forward to this asset, tried the demo and to be honest have little to no criticism, its almost on a par with the mechwariior games and thats a real benchmark. Cant wait for a demo with foot IK on a landscape though And destructable buildings really would be the icing on the cake
Glad to hear it! I’ll be adding a proper mechwarrior controller that I’ve already set up (built using the same components as the arcade one!) back into the demo shortly.
I definitely hear you about foot IK, and I hope to put it in the release.
The mech controller is physics-based, so you already get physics forces on collision straight off the bat (you can see if you destroy an enemy and then run into the body). That can be used to drive destruction, but the actual building destruction would probably be best suited to an asset specifically designed for that, as it could be a complex problem to solve in a customisable way. If you have another asset in mind for integration I will be happy to consider it!
The Mech Combat Kit just got sent off to the store! Might be a 2-week wait due to new asset review delays. Keep an eye on this thread as I will be working on adding content to the kit throughout this time.
Glad you like what you see! I don’t currently have a roadmap, but I am taking a lot of suggestions on the Discord right now as to what people would like to see. Feel free to let me know what you’re looking for! Right now I’m focused on polishing the kit, creating good documentation and tutorial videos and making sure people are happy when they buy it with what’s already there. Sometime soon I will draw up a clearer plan of where I expect to take the kit from here on.
I just finished a tutorial video on the camera system (which is shared between the Space Combat Kit and the Mech Combat Kit), let me know what you think!
Damn, this package looks nice. I been trying to work on a mech game a few years back, got stuck. might actually pick this up. Are there plans for homing missiles an update?
You’re going to get tons of value from this! I will absolutely add homing missiles, I already have them in my Space Combat Kit asset and will port them over to this kit as well.
Cant wait. Also, do you have a link to your Space Combat Kit? I will like to ask you a few questions about it. See if it will work for my current project I am working on.
Not currently, but it is coming soon! I have already added Auto Aim (which you can see in the demo) to make targeting easier on mobile devices. A mobile demo is on the to-do list
Hi, sorry I missed this question! Yes it is compatible, although the functionality you get out of the box is only what you see in the demo.
I just added the ability to send key character controller values (such as whether it’s grounded, the forward movement, turn amount etc) to multiple animators anywhere on your mech. This makes it compatible with Slava’s modular approach for creating mechs.
New update! It’s not available on the store as yet but customers can get in touch with an invoice number to get the update right away.
Animator Controller Creator
This is a wizard to automatically create a new animator controller from your provided animations that will give your mech the functionality shown in the demos. There is an option to use a reversed walk animation when walking backward, in case you don’t have an animation specifically for that.
This will create a new animator controller in the Project tab, ready to use!
Improved Animations Capability
The goal of this kit is to get any mech up and running ASAP. The new Rigidbody Character Animations component enables you to:
Send key character controller values to multiple Animators on your mech to drive animations.
Disable the character controller while animators are in specific animation states (for example to disable forward movement when mech is doing a landing animation).
Gimballed Vehicle Controller
The new Gimballed Vehicle Controller gives you a flexible way to operate any turret-like vehicle. As you can see below, you can set any object to follow the rotation of the turret.
Improved Component Setup
Besides separating key components into their own scripts to make them easier to use, many components will now do a better job of initializing inspector values and searching for key dependencies when they are added.
For example, the Rigidbody Character Controller component automatically:
Adds a rigidbody and sets up its initial values.
Adds a capsule collider, adjusts the size according to any meshes on the mech, and positions it correctly with the bottom at (0,0,0).
Many other components have been optimized as well to make them easier to set up.
Now that I have separated and improved the components used to build the mech functionality, I will be creating a setup video as well as a wizard to build a ready-to-go mech from a provided model. Stay tuned