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Post by Invector on Sept 22, 2016 14:45:57 GMT
^I would have said zelda^ guys this is amazing, it's a whole new level about the original product and fantastic for someone like me who is looking to make this type of game. I'm blown away by the quality in the videos and can't wait to play around with it. Thanks man, it is a LOT of hard work to create new stuff for you guys, but whenever we see this kind of feedback such as yours, we always receive like a stamina boost to finish and make better stuff ps* I almost put a green hat to make the reference better
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Post by Leo on Sept 22, 2016 14:52:02 GMT
OMG!!! THIS IS REALLY AWESOME!!CANT WAIT FOR IT !!! WHEN WILL IT BE RELEASED?
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Post by jgiroux on Sept 22, 2016 20:00:29 GMT
I am no Nostradamus, but I predict some pretty awesome games to be designed with this controller come version release of v2.0!!
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Post by uberwiggett on Sept 23, 2016 1:29:57 GMT
No problem's guys, it was a very broadbrush compliment, so let me point out a few more in depth things that impressed me from the vid! * the depth of the inventory system; When I bought the template I knew that you were going to release the new update soon that factored in an inventory system. I thought it was going to be very bare bones and just allow the picked up equipment to be stored in a database, maybe a basic UI system. But in your video it's way more than that! The addition of equip animations, I know that was requested by someone on the boards not long ago, I wasn't expecting to see it, nor the equipment to still exist on the player model. * the use of consumables; I think you might have mentioned the idea of adding in a consumables item, wasn't sure where you were going with it but with the inventory system I was very impressed with how you can sort the items, and the use of a new controller button! * the directional hit reaction; OMG BLOWN AWAY! I noticed the other day playing around in 1.3, that when I struck mid swing against an object even at different angles, it'd always play the same recoil animation. Whilst this wasn't horrible, it felt like it was a little out dated. When I saw that ball strike the model and the subsequent reaction I was very impressed. * Smashing potkins; A feature I wasn't expecting, that greatly value adds to the product. I discovered the punching bag in 1.3 and found it very valuable for testing out new weapons (including a spear I added to the system) and thought there needed to be more interactive items. The pots and the chest, interactive items that can spawn collectibles, that is 100% perfect for my game and saves me the trouble of trying to design and integrate a system into it. * the polish; I was already impressed with the template and what it can do, and how easy it was for me to pick up and understand where to tweak to get what I wanted. But I felt that even with all that comes with the package, it still could end up looking a bit dated. This was more of a visual aesthetic, primarily with the art assets but also the way animations flowed. With the new update, I understand there are changes to the animation controller that really revamp the way it flows (I haven't tried the updated basic template yet), and from the videos I think it is FAR more polished a look. The animations seem way more fluid, the art assets included also look better, the new map especially adds to this, and with the new features the package as a whole looks a lot more complete. I was in the camp of waiting for the update release, getting worked up for it so I could get stuck into my games, wondering what happened to the 2 week estimate. But after seeing the news about the further 2.0 update and then seeing these videos, I am blown away by the amount of effort you guys are putting into the product, and fully understand the need to extend the time. I am more than happy to wait it out because what is coming looks to be an immensely spectacular new system. When I get a hold of it, and can work up some great demonstration material, I'll happily make some twitch/youtube videos to help promote the new system. Also to add to that last part, I might throw some very "beginner to unity" guides/tutorial videos as to how to add new art assets with the template. I've found that whilst the new wizard for characters is near perfect, the other objects like environments can be tricky to adjust properly. I've mostly just used the original prefabs and deleted meshes, then shifted the colliders to match a new mesh. I'm wondering if there is perhaps a wizard in the works to make the generation of interactive objects workflow faster. Maybe that's something jgiroux could add :P
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Post by snackzilla on Sept 25, 2016 15:12:10 GMT
Hello again Invector! Still awaiting this amazing release! I do have to ask, though. What version of Unity are you guys building the Melee Template 2.0 in? 5.4? Just for giggles, I tried opening up 1.3 in the latest unity beta (5.5) and things went absolutely nutty. It looks like they've changed how/where AI is handled from what I can gather. All the scripts that break are on the v_AI stuff. Not a huge deal, as I'm still using 5.4 too. Just something for you guys to be aware of in the near future
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Post by Invector on Sept 25, 2016 15:50:17 GMT
Thanks again uberwiggett, the feedback from your guys is everything for us! One thing that you guys probably don't know is that we developed prototypes all the time, but turning this prototypes into a Tool for users with all ages and experience to use is the real challenge. I don't think that creating a controller with 50~100 features that ' kind of look like a game' is something that would make me happy as a developer, I prefer to have a solid controller with solid features that looks like a game and feels like one, how the gameplay feels is very important, that's why we focus so much on polishing stuff. ps* we didn't even show 50% of the inventory system
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Post by Invector on Sept 25, 2016 15:51:39 GMT
Hello again Invector! Still awaiting this amazing release! I do have to ask, though. What version of Unity are you guys building the Melee Template 2.0 in? 5.4? Just for giggles, I tried opening up 1.3 in the latest unity beta (5.5) and things went absolutely nutty. It looks like they've changed how/where AI is handled from what I can gather. All the scripts that break are on the v_AI stuff. Not a huge deal, as I'm still using 5.4 too. Just something for you guys to be aware of in the near future We never work with Betas, it's just too much headaches too solve issues on stable versions of Unity, a beta would be suicide
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Post by projectonegames on Sept 26, 2016 20:43:51 GMT
That sounds awesome! I will back everything up and then install.
Is it difficult to reconfigure my current project to work with the changes? I guess I can look for any script changes on my end and apply them post install. BUt will the player, companion, enemy and other gameobjects still work?
I am just wondering if my project will work after the upgrade and what I will need to do.
Looking forward to seeing it!
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Post by Invector on Sept 27, 2016 19:26:57 GMT
That sounds awesome! I will back everything up and then install. Is it difficult to reconfigure my current project to work with the changes? I guess I can look for any script changes on my end and apply them post install. BUt will the player, companion, enemy and other gameobjects still work? I am just wondering if my project will work after the upgrade and what I will need to do. Looking forward to seeing it! You will probably need to remake your player and AI prefabs, since most of the code has changed and there is some new scripts that we need to add, others non longer exists. But the process to create a character is the same as always, easy and fast
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Post by shadex on Sept 27, 2016 21:30:32 GMT
That sounds awesome! I will back everything up and then install. Is it difficult to reconfigure my current project to work with the changes? I guess I can look for any script changes on my end and apply them post install. BUt will the player, companion, enemy and other gameobjects still work? I am just wondering if my project will work after the upgrade and what I will need to do. Looking forward to seeing it! You will probably need to remake your player and AI prefabs, since most of the code has changed and there is some new scripts that we need to add, others non longer exists. But the process to create a character is the same as always, easy and fast Man, just... wow. I have a list of things i will need to create the game i am working on. Every time i start on one of them, which is usually a hacked up job, i get news of an update to this amazing asset that has the feature i was working on, just with 10x more polish and 100x less buggy. I'm very happy to see hit reactions in the update, as well as an inventory system. I can't wait to play around with it. Again, i'm so use to waiting 2 months for an asset to add a new PBR texture, or to finally make it compatible with unity 5, not adding huge features which some should be assets unto themselves. So I got a couple of quick questions i am kinda dieing to know. Hit reactions: Are they still interrupted by attacks? How are you controlling which animation is triggered on which directions? (IE is it based on the hitbox of the character, or each animation itself, or something else?) The Inventory System: What can it do? I noticed it already has a ton of features in the demo, and you said we haven't even seen half of it. I am wondering if it has shops / crafting / etc anything like that? Normally i would feel bad asking about advanced features like that, but lets face it, it wouldn't be the first time you pretty much added a full featured asset in an update. On a side note: With huge upgrades like this, if your not going to charge extra would you mind putting up a donation button or something. I can't believe i am saying this, but your actually giving us to much value lol
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Post by Invector on Sept 28, 2016 1:27:03 GMT
shadex Yes the Hit reactions are interrupted by new attacks, and it's trigger by an ID (comes from the weapon) & a HitDirection (comes from attacker) About the inventory, we don't want to go too deep because the focus on this asset continuous to be on the Controller, so basically we created a Inventory System to have a example of how to use the methods to equip, unequip, drop, destroy equiments or items. Turn out that just like the AI, we got excited about doing something new and create some other features But something that we don't want to do is specific inventory features, such as shop, crafting, etc... we will leave that for other assets
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Post by projectonegames on Sept 29, 2016 3:39:47 GMT
That sounds awesome! I will back everything up and then install. Is it difficult to reconfigure my current project to work with the changes? I guess I can look for any script changes on my end and apply them post install. BUt will the player, companion, enemy and other gameobjects still work? I am just wondering if my project will work after the upgrade and what I will need to do. Looking forward to seeing it! You will probably need to remake your player and AI prefabs, since most of the code has changed and there is some new scripts that we need to add, others non longer exists. But the process to create a character is the same as always, easy and fast That represents about 67+ AI prefabs. Each with a different weapon. My project backup is 9.4 gig. Without some instruction video, I am not sure the path is sure.
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Post by Invector on Sept 29, 2016 13:24:01 GMT
You will probably need to remake your player and AI prefabs, since most of the code has changed and there is some new scripts that we need to add, others non longer exists. But the process to create a character is the same as always, easy and fast That represents about 67+ AI prefabs. Each with a different weapon. My project backup is 9.4 gig. Without some instruction video, I am not sure the path is sure. We will have several video tutorials coming with this new update, how to create a new character, weapon, ai, inventory, holder, etc... For example, the vTopdownController script non longer exists, we use the same vThirdPersonController with a different input mapping. And the CompanionAI now uses a extended version of the EnemyAI, in order to improve things we need to change things. But hopefully the performance will be way better, especially in mobile devices
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Post by shadex on Sept 29, 2016 14:34:52 GMT
shadex Yes the Hit reactions are interrupted by new attacks, and it's trigger by an ID (comes from the weapon) & a HitDirection (comes from attacker) About the inventory, we don't want to go too deep because the focus on this asset continuous to be on the Controller, so basically we created a Inventory System to have a example of how to use the methods to equip, unequip, drop, destroy equiments or items. Turn out that just like the AI, we got excited about doing something new and create some other features But something that we don't want to do is specific inventory features, such as shop, crafting, etc... we will leave that for other assets I'm excited about the hit reaction thing. The inventory already looks really good. Can't wait for this to get released!
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Post by Kildare on Sept 29, 2016 23:17:44 GMT
WOW! time to update my demo when i get this amazing update
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