That's really awesome news @devistute, feel free to share the Integration with the community if you want
Looking forward to playing this demo!
The Intergration can be found from PuppetMaster's "Intergrations" folder. My job was only to fix the namespace errors and learn how the whole system even works ;) *Spoiler, its really REALLY simple. There was one with "CharacterController" and "DamageReceiver" which name was changed.
You also need to assign certain Animations to your Controller, that also comes with PuppetMaster. Or alternatively make your own "curl to fly" ones.
Partel is aware of the namespace errors, and said he will fix them in future updates.
*Note though, when you create character, before adding anything else you need to make the Puppet first. Otherwise the Puppet Creation Tool goes batshit insane and it wont work.
Info about the demo: Its going to be late. As i said, all things that the Main game has will be on demo. So i have to add those to the demo as well. Anyhow, its named "All Hallow's Eve" and takes place on the said date on the Vanishing Isles.
List of things added as for now; PuppetMaster & Made the Enemies able to use the system as well. Complete UI overhaul, you now got the basic HP&Stamina bars and Inventory which you can use to change the characters clothes. The 3D Model of your character is rendered in the said UI. (See Dragons Dogma or Dank Souls).
Plus for that i made extension for the Invectors basic melee system, wont say anything about it yet. It has more actions and what not, you'l see eventually if you decide to play the demo.
Added some sounds to the Ragdoll when it hits the ground or gets smacked by something. It uses whole different system, so not the Invector's one. The sounds volume & clip played depend on how hard said "something" hits the Player. The script responsible for this is on Puppet's rig as the original ragdoll rig is not used at all. That weird noise comes when the character slides is just for that, need new sound for it.
First three clips on the video kill the player, the rest keeps him alive
*In the video above, the Capsule Collider is manipulated to enable the Sliding and Jumping over Gaps. The Amount how far & high the character jumps, is how much Velocity is applied to the Rigidbody. Here we can see custom jumping system, and also a demonstration how it works in-game! All of the Animations that the system uses are set under "Actions" in Base Layer.
To prevent from character Jump 'N' Run when just walking, we use InputMagnitude checkers. Additional confirmation is to have the "Jump Forward" at value of "3", and when doing the Run 'N' Jump its set to value of "12" for the period of the Animations and is reset after back to the original value.
The Capsule Collider is made tiny when Sliding, and when Jumping while Running the Rigidbody is given a kick to its arse to make the character actually able to jump the gaps. The song playing is actually from scene exactly like this, running forward fast and dodging hazards.
The normal Jumping is still using Invector's System, as i could not get the animations work by simply extending the Animator and using the Conditions there.