Third-person Action game framework for PlayMaker.

So, i’ve been working on some projects and have collected a whole bunch of top-down action assets from the player, camera controller, some ai and even a weapon management and selection system (with a pooling system to help with instantiated objects.)

Note: it is make to work with the PlayMaker visual scripting plug in and needs it installed to function.

In the systems package you can find the following objects:

the Player object:

  • This has a basic top-down controller system set to work with the inputs of horizontal and vertical.
  • There is a basic targeting system in place that will highlight the v1.1 ai included when you’re targeting it.
  • A basic health and damage monitoring system with conditions for both poison and regeneration.
  • A simple weapons management system that uses either the 1, 2 or 3 keyboard keys or the scroll wheel to select weapons.
  • Mouse targeting.

the Camera object:

  • Has been set up to work with the camera angle triggers that come with this package that can control such movement as moving the camera to a specified target, freezing it in place, both “boss” and “scene highlight” features, camera angle changers, etc.

the AI objects:

  • two basic AI systems. a “completely basic” AI system and an improved, more advanced AI system that can randomly wander, pursue the player or walk a set path.
  • Health and Damage monitors
  • Condition management including line-of-sight, cone of vision and distance to determine the various states.

the Weapons:

  • Handgun
  • Machine gun
  • Landmines.

the Teleporter:

  • An Easy way to travel long distances. easy to set up, easy to use. you can make it just teleport or reorient the camera giving you (as well as the rest of the camera functionality) the ability to compose your shots much more easily.

Pooling system for the Landmine which can easily be adapted to handle any object and keep a minimum number ready in the stack for use.

Since it does need PlayMaker to run, I understand that that does limit who can use this but so far the PlayMaker system has been doing very well for my own needs and i’m not even a programmer (I can’t even program my way out of a wet paper bag.)

If you have PlayMaker and would like to change things around, every action is documented in each of the FSMs that drive the behaviour. The system is set up to be as easy-to-read as possible so that adjusting the FSMs to your own unique needs is more easily done. It’s a great way to get a kick-start on your development in your own game.

If you’ve purchased this asset pack and would like to give me some extra feedback for this and future packages as well as to guage the level of customer satisfaction, I’d like to invite you to fill out a quick little survey which you can find here:

https://docs.google.com/forms/d/1OgIv621BI3YVNiItuniBWFeXxF7nCiQI2svFi1Egv4w/viewform

This looks cool. Will you be adding Play Maker objects/script to this package?

No. There will be no components in this package that are the property of Hutong Games… It’s a collection of assets made with PlayMaker, but for legal reasons (among many others) the actual PlayMaker assets themselves are not included.

EDIT: To clarify, if you were meaning to ask if there are going to be more assets added to this pack that i have built, that is a distinct possibility but the process is rather intensive since i have to do quite a bit of testing and such… I’m hoping to incorporate making this all drag-and-drop friendly for both single and multiplayer but as of this point now it’s all single player (and when i do, i’m not going to just overwrite the appropriate assets, i’ll make duplicates and name them accordingly. That way you don’t have to worry about losing an older version of one of the systems in an update.)

I’m really interested in this package, it’s just that I’m on unity 3.5 and can’t download this, is this compatible with unity 3.5?

webplayer ?

That is a very good question which i unfortunately cannot answer at this point. Thank you, however, since you’ve highlighted something which i should have done beforehand. I’ll do some testing on the older builds of Unity to confirm or deny whether it is 3.5 friendly (and if it isn’t, i’ll work to making a 3.5 friendly version.)

Not yet, though I am working on one. Some things i have to get through first (such as proper encryption.)

Gotta say, I’m a little freaked out how this looks to be exactly what I’m looking for, and you posted it on my birthday…

I’d love to see a video with some examples of each of the aspects outlined in the OP in action. Thanks! :slight_smile:

Why most of the features start with basic?
i think you know that basic means worthless in big game scenario and it can be done with playmaker with few states.
i hope you advance this to a complete solution :slight_smile: i will get it for sure
best of luck

I’ve been trying to get a video series up but i have been working to time it with the release of an update so that there are more features available. If you would like to discuss what it does, i’m not against talking about it here and i’d even be willing to post all the documentation here for anyone to read so taht they can make an informed decision. I’m totally for people making the right choice for their own projects and as such if that means that they have to pass my own packages by in favour of another package, then i am okay with that. I’d rather have people be satisfied as opposed to have to deal with buyers remorse.

Well, yeah… I do know that to some “basic” means “worthless…” but to be fair these are rather basic compared to some of the AIs out there. I’d love to add to them but it’s tricky because even though the Playmaker package is really powerful, getting it to do what you need it to do can be tricky sometimes.

For example, i’ve been testing a node-based pathfinding system that uses a heuristic algorithm to test distance and pathing but sadly the way that Playmaker is structured is presenting it to be slower than I’d prefer. I’m sure that this is 99% based on how i’ve got it set up so i’m not saying that it’s Playmaker’s problem… And there is also the limitation that it so far only handles one entity for the pathing so far… so this is far, far from being ready for the asset store because if i am going to post it, it has to work and it has to work well. if there are any potential errors, i have to be sure to iron them out… and to be honest, i am juggling my time between that and the many other projects i have on my plate.

That said, as things are, it will work if the most you want out of the AI is a patrolling or wandering and a basic “i see you, i chase you.” so, yeah, it is basic… but that’s also why i’ve priced it as low as i have because it both needs playmaker to work and it also is an entry-level template. and if you feel that it is not up to your personal standards, i will not hold a grudge if you wish to apply for a refund. as far as i understand, the asset store will let you apply for one if you truly feel that it’s not up to your personal standards. That said, i do hope that it would be. (i’m trying to be optimistic here! is it working? chuckles)

Just bought this today and it ROCKS, you did a lot of groundwork so anyone can have a head start developing this sort of game. If you keep updating regularly it’s even more added value. Thanks a lot!

Nice work

Thank you very much! Right now I’m still trying to get the hang of navmesh because I do want to add that into my own game and also the package… but, right now i’m still a noob in that area.

Thank you very much!

Just as an alert, i’ve put together a survey that I’d appreciate any customers would fill out. Mainly so that I can guage the level of customer satisfaction as well as areas where I can improve this package (and any future packages as well.)

I’ll post a link here and in the original post.

https://docs.google.com/forms/d/1OgIv621BI3YVNiItuniBWFeXxF7nCiQI2svFi1Egv4w/viewform

Hi, looks great!

If I buy it can you help me implement mobile controls?

Thanks!