Are you into shooters? You like games such as “Minigore 2” perhaps? Wild Wild Dead is a package that will get you started creating your very own top down shooter. Have a play for yourself…
Have some question through:
1- Does the pack include mobile controller?
2- What language are the pack written with? and is it well commented code? is there any documentation?
3- I can’t see a player health in the web demo game is that included as well?
4- does the pack contiaun more weapons? other than the shootgun in the demo?
5- Does it contain any power-ups?
6- Can we have something like a random generated boxes that we can destory and power-ups can be spawned out of it? OR some random killed enemies spawn power-ups?
No, but you can easily add it yourself adding the “Standard Mobile” asset package.
What language are the pack written with? and is it well commented code? is there any documentation?
All code is written in Javascript.
3- I can’t see a player health in the web demo game is that included as well?
Since everybody has different requirements/needs there is currently no player health logic. You will need to add that yourself.
4- does the pack contiaun more weapons? other than the shootgun in the demo?
You will have to add different weapons yourself.
5- Does it contain any power-ups?
No.
6- Can we have something like a random generated boxes that we can destory and power-ups can be spawned out of it? OR some random killed enemies spawn power-ups?
Again, the demo demonstrates what you get The pack is going to be fairly cheap and meant to be a “Starter Pack”. You will have to take what we provide and add whatever else you need to it. Therefore some programming knowledge may help.
The pack should hopefully be live in the asset store sometime next week
The code is a freebie, very simple and uses simple pooling (no instantiate) and avoids costly component lookups. The code is more to demonstrate the assets, but you can freely use any part of it and keep anything from it. You are buying the package for all the assets, special effects and the code is a bonus. It is optimised enough to run fine on any mobile, however you might want to change the shaders from vertex lit, to mobile/vertex lit and perhaps toggle the subtle dust storm off.
You will need to add your own dual stick or control method of choice - perhaps from the unity standard / mobile package. The code is a freebie to get people started. It does demonstrate how to send information from script to script without sendmessage, and will be useful for people with an entry level / intermediate level of experience.
The excellent soundtrack to this starter kit was provided by Dave Dexter. Please visit/contact him if you are in need of music or sound fx for your game!
To reflect your input manager settings of choice. The first 2 lines are your default input method, and the other 2 lines check to see if it is used. If it is not, it will try your second set of inputs, so you have more flexibility, ie a joystick for example.
If you for whatever reason cannot work out how to do it, you can replace your existing InputManager.asset in the ProjectSettings folder (in the root of the project, where Assets folder is) with the attached file in this post. Be sure to unzip it and find where it should replace your existing file.
So is this was in purpose, or these objects are there by mistake?
Also I still have some errors while playing the game, see this for example:
“SetDestination” can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.NavMeshAgent:set_destination(Vector3)
ZombieClass:UpdateNormal() (at Assets/Scripts/Game/Zombie.js:69)
Zombie:UpdateZombies() (at Assets/Scripts/Game/Zombie.js:251)
Game:Update() (at Assets/Scripts/Game/Game.js:51)
So when you create a new project it doesnt keep any of the layer or input info. Probably the lightmaps if there are any got screwed up as sometimes happens. So you probably want to just rebake the navmesh and lightmap.
Just Purchased this one! = ) Looked like fun to play with! I will let you know what I create with it!
I am getting the same Error as bravery, “UnityException: Input Axis P1 Horizontal Key is not setup.”
I replaced the file “InputManager.asset” with the one hippocoder provided and that fixed it! You should Update this Asset with the Fix for this otherwise anyone else who purchases this will get the same Error.
I managed to fix the inputmanager.asset error thing, but now there are the minecart track lifters floating in the air. I see that other people are having the exact same problem. How do I fix this? Do I just drag them down the track?