Version 2.0 (since version 1.0) is around 70% finished already! I thought it would take a lot longer than this to get things done but I guess I was wrong! Version 2.0 is looking to get a release in October! A couple months earlier than I thought.
So it already has climbing, swimming and box pushing; new to this is also Menus (an inventory system), items (prefabs), health, magic (or stamina, if you prefer), and HUD functionality. These are all things that are virtually complete! All the menus/inventory stuff is very customizable and easy to get your head around (though I'm going to have an experience writing out the updated user manual). I'm very pleased (and surprised) with how well it has all turned out; the hearts regenerate/lower at custom speeds, the stamina bar works like it does in Zelda: Link Between Worlds, the inventory has both mouse & keyboard and gamepad functionality and works flawlessly in both! Items can be changed to acquired or not, movement throughout the menu via gamepad works lovely... I could go on. Trust me when I say: BUY THIS ASSET FOR THE PRICE IT'S WORTH NOW. It's unfolding into what's looking to be the go-to third person foundation asset for most future Unity projects. Like I stated in the documentation, I'm making what I was looking for in the asset store about a year ago and I wish this was available to me when I first started learning Unity. It is a very strong and simple foundation for any third-person (or even first person because it has that too) game that I have poured almost an entire years worth of time into. Thank you to everyone who has purchased the asset or has shown any interest in it, because THAT'S basically all that has kept me from abandoning this project. If I could ask any more from you guys then it would be to just spread the word of my work and (hopefully) build something amazing from this asset. To everyone who has yet to buy this asset, I can assure you that this is a very solid, well made piece of work and you always have my support whenever and if you get stuck using it (heck, I'd even help if you just need general programming advice). Assets Store Page
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place-holders, and are not guaranteed to make it into the 2.0, though one can dream! It is very customizable with the layout of the inventory and the HUD buttons on the side, and equipping/selecting items works just like in a standard Zelda game.
New Features:
+Improved Incline handling (will no longer go off ground on little bumps); +Box-Pushing Mechanic with animations, box prefab and controller prompt; +Tested on Unity's Terrain system, works well; +Improved First-Person View (FPV) while swimming and better FPV camera position; +New character model for more attractive visuals; +"Cube_001" has been changed to "Head" so it more obviously refers to the head model; +Cameras 'Field of View' changes between FPV and the other views. Bug Fixes: -Swimming glitch when submerging above inclines; -Climbing glitch when character is behaving as if it is on a climbable object when not; -Still acting as 'onGround' after jumping in certain circumstances. Shouldn't be long before it's up for download! Version 1.3 will not be seeing a price-increase. It should be the last update before the full 2.0 version with every planned feature. Version 1.2 is available for download! Click HERE to be taken to the store page and give it a go.
Read the updated documentation HERE to see what's new and what's different. Current owners should be able to upgrade for free (if not, let me know and I'll send you a free download code). For new customers it is available for a price of $35! But that's not all the good news I have... Version 1.3 is something that I wasn't planning to make but it is now ready and will be available as soon as it's finished being reviewed. This newer version won't see a price increase so it's like free DLC. It involves better incline handling, a Terrain to test the character on, and some bug fixes with swimming and climbing. Also, the biggest addition is a new feature which is... Zelda-Style Block Pushing! This allows the character to push/pull certain cubes and works to a precise degree so that it is moved an exact amount each time; however this doesn't use and position translating so that the boxes will interact with other colliders along the way and not go through them. Keep checking back here for any news on version 1.3. Webplayer demo will be available soon! |
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November 2015
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