Third Person Game Foundation Kit for Unity 5
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Project OutlineA 3D engine that is meant to emulate the feel of the classic Zelda titles on the Nintendo 64. Aims to be played with a gamepad for that 'console feel'. Will have multiple releases, starting with the basics in the first release, and more advance/Zelda specific features in following releases. The engine is NOT limited to building Zelda games upon; the user can choose to remove all the ledge grabbing code and can easily implement a 'jump off the ground' mechanic to make it a third-person platformer! And, with the first person view, we could start seeing some wacky platformers out there (imagine Super Mario 64 in first person).
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Unity Asset Store Page
The asset is available HERE on Unity's Asset Store for $60 USD.
Demos
Webplayer Demo
Download the Windows Build
Download the Mac OS X Build [not tested]
Download the Linux Build [not tested]
Download the Windows Build
Download the Mac OS X Build [not tested]
Download the Linux Build [not tested]
What Makes This Engine Worth Buying
The main reason that I am building this engine is because I wanted to go to the asset store and get this engine. It doesn't exist!
In a time where today's indie developers are the ones that grew up playing 3D platformers, why is there no engine out there on Unity to make them? The closest thing you might get is something with a mouse-controlled camera and a slippery, imprecise character controller with a wonky jump. I searched for tutorials on character controllers and camera collision systems and in the end just had to make it myself. That precise, sharp movement. The weighted, realistic feeling you get when you move the character. The camera that moves around you as you move around the right control stick on the gamepad. The feeling that you're playing something that feels like it's on your favourite console when you were a kid. It's all here. It works. And all the user has to do is just swap in their own character model, animations and level design, and bam! They've got themselves a classic-feeling, 3D platformer.
Those looking for a basic foundation to build their own platformer, RPG, hack and slash, whatever, will most likely be satisfied with the first release of this engine. Those looking for more specific systems (listed in the future features below) may have to wait for a future release, but I assure you that it will be worth the wait!
In a time where today's indie developers are the ones that grew up playing 3D platformers, why is there no engine out there on Unity to make them? The closest thing you might get is something with a mouse-controlled camera and a slippery, imprecise character controller with a wonky jump. I searched for tutorials on character controllers and camera collision systems and in the end just had to make it myself. That precise, sharp movement. The weighted, realistic feeling you get when you move the character. The camera that moves around you as you move around the right control stick on the gamepad. The feeling that you're playing something that feels like it's on your favourite console when you were a kid. It's all here. It works. And all the user has to do is just swap in their own character model, animations and level design, and bam! They've got themselves a classic-feeling, 3D platformer.
Those looking for a basic foundation to build their own platformer, RPG, hack and slash, whatever, will most likely be satisfied with the first release of this engine. Those looking for more specific systems (listed in the future features below) may have to wait for a future release, but I assure you that it will be worth the wait!
Current Features
- Basic character movement; move in all directions relative to where the camera is facing
- Orbiting camera movement; the camera follows the character around but doesn't stick behind the player
- Targeting camera; positions the camera directly behind the character
- Free camera movement; the camera can move towards and away from the character and maintain the distance
- First person view; the camera moves to the characters position and allows you to move around freely (much like in GTA V/Elder Scrolls)
- Target targets; targeting the camera nears targets will have the character lock on to the target (like in Zelda) and allows the character to move around the target with a slight camera delay to allow for a more cinematic effect
- Targeting system; you may have many target-able objects around the character at one time and my clever targeting system will cycle through them all cleverly and will adjust its list accordingly when the characters position changes.
- Can switch between a target hold mode and a target switch mode
- Camera doesn't go through walls and adjusts accordingly whenever certain colliders obstruct the players view of the character
- Jump off ledges when you run towards them
- Grab on to the ledge beneath you when you walk towards them
- Climb ledges of different heights by walking into them for a few split seconds
- Grab on to ledges above you and move left/right along them, then choose to either drop off or pull yourself up
- Roll in any direction and bounce off walls when rolling into them
- Adjustable 'walkable slope tolerance' to adjust how steep the ground can get before you can't walk on it
- Collisions tagged with 'Slopes' will have the character slide down them no matter what the gradient
- Side hopping and back flipping while in target mode
- A jump button to give it that platformer feel (higher jumps when holding down the button)
- Climbing walls and ladders [AVAILABLE IN VERSION 1.2]
- Health, magic and money system [AVAILABLE IN VERSION 1.4]
- Item/Menu system for selecting your equipment [AVAILABLE IN VERSION 1.4]
- Pushing/Pulling objects [AVAILABLE IN VERSION 1.3]
- Swimming and floating [AVAILABLE IN VERSION 1.2]
- NPCs and Text Boxes [AVAILABLE IN VERSION 1.5]
- Combat system; sword and shield, bow and arrows [AVAILABLE IN VERSION 2.0]
- Grabbing/Throwing objects [AVAILABLE IN VERSION 2.0]
Links - More Information On The Asset
Unity Forum Page [CLICK HERE]