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Ultimate Action Game Controller ( UAGC ) - WL 2


Alienhead

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This past week saw a lot of mechanics added to the controller,  really making way for what's to come. I can now easily add scenario's ( Modules ) and better control the modes the player is in. For example, say the player has died,  a mode designated for death is triggered; inside this mode restrictions are applied; such as No Player Movement, Death Music.. etc..etc.  I should be able to make unlimited amounts of modes as they are needed, I have also designated 100 slots for user-defined modes as well so making a scenario in a custom game should be no problem at all with a bit of Lua coding experience. 

I started a module for Mounts in this update, it is no where near complete yet, but the controller will eventually handle riding mounts, as long as the mount contains a set of specified animations then any mount model could be used. I'll provide a few mounts on release but downloading a mount ( animal ) and retargeting one of the skeletons I will provide - will make it painless to add just about any type of riding mount you can dream up. More on this later as I work out some details.

 

  • Added master pivot, player meshes now follow the master pivot ( for better control and wider range of possibilities ( flying, underwater swimming etc.. ))
  • Player mesh can now be lowered passed the master pivot to prevent 'floating on surfaces' as seen in nearly all game controllers. ( feet are planted more firmly on the ground ).
  • Animations moved to the controllers new Animator Module ( handles all situations and picks the proper animation for whatever player mode is currently active)
  • Implemented the 'Modes' module, this module will handle ALL game situations tossed at the controller and allows for easy expansion or even adding your own customizable game situations.
  • Added a DebugCamera/Freeflight mode, hitting PageDown or a predefined key will exit the controller mode(s) and place the camera into free flight mode. You may toggle this feature off for distribution builds. You may define which key or key-combo invokes the free/debug mode. 
  • Added Footstep Sound controller , adjusts pitch per velocity of the players movement,  smart switch turns off during non-footstep situations.  Airborne etc.. etc..
  • Added ability to detect fall distance, so falling off a cliff is not the same as jumping and falling, fall distance is divided into soft landing, med landing and hard landing, each with their own animation and configurable sound effect as well as configurable damage to player.  Double and triple jumps will not invoke the damage system unless jumping from a mountain top or building etc.. etc. or unless you turn on [x] All Fall Damage.
  • Added more sound effects for jumping , soft landing and hard landing.
  • Added LUNGE feature ( on/off toggle ).  Controller can lunge forward with a tap of the forward KEY while initiating any jump. Lunges will not process if the player is simply falling off an object, a JUMP must be initiated in order to lunge forward. This feature can be toggled OFF if you so wish.
  • Added Backflip, Frontfilp and Freefalling animation sequences, triggered in certain situations.
  • Double jump must be initiated before 1000 millisecs() passes after the initial jump or else the controller will begin the free falling mode. ( this prevents cheating from jumping at HIGH altitudes then double jumping just before hitting the ground to save from a nasty landing.. )
  • Added 'Air Brakes' feature - If turned ON; during a jump;  if the player isn't pressing the forward or backward directional keys  then the decline in jump height is accelerated.  ( makes for more precise landings ( arcade style ) at the cost of slightly less realism, feature can be turned ON/OFF)
  • Jumps and fall heights are now measured in real-world feet ( ft. ).  Accurate adjustments to limits like damage from falls, water dives and distance to ground can be better calculated now.
  • Started implementing the Vitals Module, this module will handle predefined stats such as health, Stamina and mana points etc..
  • Added - Damage Module; damage adjusters for jump/landing and fall/landing can now be set to your liking. Damage adjusters work off precents%. Example:  Defining a damage modifier JumpLandingHard = 25 would cost the player 25% of their total health when a hard landing from a jump occurs. etc..  More Damage modifiers  for many other events coming soon.
  • Added player UI interface, Health, Stamina and Mana bars, these can be turned ON/OFF.  Player vitals can be accessed anywhere in your code via the class variables: player.curHealth, player.curStamina, player.curMana ( for those who wish to create their own UI ).  This module was added for quick development stage, you may wish to create a custom UI using this template when your game project is finished
  • Added configurable HOTKEY to Show UI / Hide UI.  Default F12 will toggle the UI interface On or OFF.
  • Added toggle for MALE / FEMALE player controller (  sounds the controller plays will base off gender, hurt, death, grunts etc.. )
  • Added toggle for sound play on TakingDamage event, 4 sounds can be defined and one will randomly play on 'taking damage'. ( start out sounds included in asset! )
  • Added RENEGENERATION Module.  This module will allow you to define such things as Health regeneration per game tick, Stamina, Mana etc..  You can turn this feature off if you so choose.  Each game tick ( measured in 3 second intervals ) the controller will regenerate 'x' amount of vitals as defined.
  • Added 'Controlless Falls' toggle, you can now turn ON/OFF controlless fails. If true, when the controller falls 'x' amount of feet ( set by variable controllesFallFT) an out of control fall begins..  If false, then all falls are controllable and not subject to freefall.
  • Controlless Fall distance can now be set in the settings; controllesFallFT = 30ft, when a fall proceeds this amount a 'freefall' event is fired. Also known as a ControllessFall. NOTE: ControllessFalls must be turned on before this value has any effect.
  • Added turn-animations for Idle rotation of mouse, camera and player mesh.
  • Added camera tilt left and tilt right on turning, also added camera head bobbing on running sequences. These can of course be toggled OFF if you so wish.
  • Added Crawl/Crouch mode - default hotkey is 'C' but it's configurable if you wish to change it.

 

 

 

 Added Poi head tracking: Point of Interest head-tracking.

Drop a Poi.componet on any object in your map (or multiple objects) and set a distance. The player controller will preform a head track on that POI location. I will add smoothing to this as soon as POINT/Rate is working.

This is a great feature for such things as grabbing the players attention towards powerups, ammo boxes, signs or anything else you would like. You can even attach the component to an animated enemy for immersive head tracking durning combat situations.

Pulling angle locations and limits on the headbone was more of a task than I originally thought it would be,. This was a tricky feature to get working and even more tricky to get looking right but it's in and working now!.

 

 Added Poi head tracking: Point of Interest head-tracking.

 

Drop a Poi.componet on any object in your map (or multiple objects) and set a distance. The player controller will preform a head track on that POI location. I will add smoothing to this as soon as POINT/Rate is working.

This is a great feature for such things as grabbing the players attention towards powerups, ammo boxes, signs or anything else you would like. You can even attach the component to an animated enemy for immersive head tracking during combat situations.

Pulling angle locations and limits on the headbone was more of a task than I originally thought it would be,. This was a tricky feature to get working and even more tricky to get looking right but it's in and working now!.

 

 

 

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Still Alpha 2 - 

I'm back with a new addition to the UAGC,  Ladders!
This is the first bolt-on module created for UAGC so there was additional time needed to layout the system that will be used for many future bolt-on modules.

This module is a part of the UAGC baseline package.

Usage: The asset comes with 3 prefab ladders, they are very basic but dropping a prefab unto the map will allow you to change out the ladder mesh to your liking, just swap the prefab mesh with your desired mesh, or use the bolt-on ladders - it really don't matter.  The prefab's are preconfigured so placing one on the map the Controller will automatically interact with it. Nothing to code or do on your side but to design your play map.

Features :

  • 3 completely ready to use prefab ladders, small - med. - large. 
  • Ability to customize ladder mesh to your liking.
  • Customizable up and down ladder speed for simulations to arcade style play.
  • Unlimited amount if ladders can be on a single map, including overlaps and  360 directional angles.
  • Ladders aren't bound to a straight up down placement, rotate them anyway you see fit.
  • Ladders are automatic, run the player into the ladder and he will automatically adapt to it ( no pressing USE or anything like most controllers.)
  • Ladder climbing can be aborted but jumping off the ladder anytime you like.
  • Pressing a directional key while jumping off a ladder will result in a jump in that direction from the ladder ( great for platformers ) .
  • Ladders are automatically dismounted when reaching the top or climbing down to the bottom.
  • Ladders can be of any size ( height ).
  • Head tracking works on ladders! If there's nothing to track then the character will adjust his head to looking in an up or downward angle depending on the direction being traveled. 
  • Ladders support nav-mesh. ( later AI modules will be created to traverse enemies up and down ladders easily.
  • Ladders don't have to be entered from the top or bottom only, jumping on any portion of the ladder mesh will force the controller to react.
  • Numerous sync'd animations make up the motion needed to make ladder climbing seem more authentic. 
  • Configurable up and down climb speeds as well as animations speeds.
  • Configurable start climbing delay, for that fine touch. :)
  • Toggleable 'use run key' while on ladders ( for additional climb speeds ) 
  • Always RUN feature now works with ladder fast speed.

Other Bolt-On modules planned - Mounts, riding, swimming, underwater swimming, diving, hang gliding, rock climbing, rope climbing, ledge and cliff hanging and a few more I'm thinking about but not decided on just yet.

 

 

 

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Back in the saddle after a little delay with squaring away UltraEngine ( thanks Josh for the help ).

This update features a new Bolt-On component: ROPES !

Ropes are another means of climbing or gaining height on your play maps. The setup process could not be any easier.  
You simple create a Empty game object on your play map and Position it where you want a rope to hang. Then attach the uagc:Rope
component to it and define your height and segments!

The Controller builds the rope meshes on map load and the player controller interacts with any rope module it comes into contact
with. How's that for easy setup? :)


image.thumb.jpeg.0797bb1cb79adb650acbb1e3e936c22e.jpeg

Features and Info on ropes:

  • Ropes can be of any size, length or thickness
  • Physics based rope segments
  • Player can enter ropes from any location 
  • Player can exit ropes from any location.
  • Player can exit rope and enter new ropes or other objects on the map.
  • Definable rope speed for climbing and descending.
  • New animation sequences added for rope climbing bringing the total to 63 animation seqs.
  • AI enemy modules mapped out for rope climbing, yes those pesky mobs will be able to traverse by rope. 
  • Rope strength and weakness settings, give the player something to worry about! weak rope!
  • Rope sounds for climbing and strength of Rope coming soon ( waiting on more Ultra fixes )
  • Event command can be sent to any rope to break it apart in mid or idle! Think of the possibilities. 

And a short demonstration with Ropes:

I'm thinking about starting weapons next, at least get the foundation started for Range weapons ( rifles, machineguns etc.. ) then move on to melee, magic and unarmed.

More later !

 

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