A survival character with attribute logic: from health, armor, hunger, energy, thirst, oxygen too health states as sick, poisoned, drunk, infected etc. too a temperature system.

具有属性逻辑的生存角色:从健康,护甲,饥饿,能量,口渴,氧气,健康状态为生病,中毒,醉酒,感染等。 太温度系统。

Features:

  •  A fully networked survival character with advanced logic as described above. Including:
  • Base player stats
  • Health state system
  • Temperature state system (Possible to integrate with a weather plugin, no weather plugin included)
  • Weather system support (Possible to integrate with a weather plugin, no weather plugin included)
  • Misc states such as on fire, warmed (near fire) and wet
  • Character logic such as walking, running, sprinting, dieing, fall damage, double jump and an player identifier for network.
  • Including icon’s, textures, post processing and screen animations.

Number of Blueprints:45

Network Replicated: Yes

Supported Platforms:

Windows. It is assumed that it works fine on all platforms.

Support, community & Documentation📁:

Initial Support like bug encounters and online documentations are available after verification[Please note that docs are an optional courtesy and web-based]. Easiest way is to access is Discord, but ofcourse also possible via mail.

The discord is a meeting place with forums setup per asset where other game developers with the same asset can discuss the use and also help each-other out including me (Eric) the developer.

All my blueprints are always heavily commented. Not only the what happens, but I try to explain why it happens.

特征:

  •  具有如上所述的高级逻辑的完全联网的生存角色。 包括:
  • 基本球员统计
  • 健康状态系统
  • 温度状态系统(可以与天气插件集成,不包括天气插件)
  • 天气系统支持(可以与天气插件集成,不包括天气插件)
  • 其他状态,如着火,变暖(近火)和潮湿
  • 角色逻辑,如步行,跑步,短跑,死亡,坠落伤害,双跳和网络的玩家标识符。
  • 包括图标,纹理,后期处理和屏幕动画。

蓝图数目:45

网络复制:是

支持的平台:

窗户。 假设它在所有平台上都能正常工作。

支持、社区和文档📁:

在验证后,可以获得初始支持,如错误遭遇和在线文档[请注意,文档是一个可选的礼貌和基于web的]. 最简单的方法是访问是不和谐,但也可以通过 邮件.

不和谐 是一个会议场所,每个资产设置论坛,其他游戏开发者可以讨论使用相同的资产,并帮助对方,包括我(埃里克)开发者。

我所有的蓝图总是被大量评论。 不仅发生了什么,但我试图解释为什么会发生。










Discord 💬 Join the Hyper Game-dev Discord

Demo 📁 Try it out!

Video ▶ To view the product

Made by 🎮 Eric from Hyper!

Modular 🧩 Check out other compatible assets

The survival attribute system:

It includes a fully networked survival attribute with advanced logic. This system is intended for simple survival games. No inventory system is coupled, or included. It manages survival attributes. The product is based of an UE4 character and will not be updated to UE5 techniques. The component can still be used in UE5.

Base player stats:

Health

The character has a health variable. This is the most important one.

The health is affected by damage events.

For instance: Fall, hunger, thirst, no air, etc.

When the health is zero, the charachter will collapse and a die sound is spawned

when the character is very close to dieing, a very low health sound is spawned. In this case a fast heartbeat.

Also a blood splatter screen animation is included. On event damage the blood splatter is activated.

For generic damage events, the armor will decrease first

The character has the option to enable or disable health regeneration.

The amount of regen is determined by the: VariableHealthRegenerationRate

When health is at max, the logic will not be excecated.

Also, when the actor is receiving damage, the health is not regenerated for a couple of seconds 

Armor

The character has armor.

The armor is substracted on event damage.

However, the armor is not substracted on certain damage types such as:

Hunger damage

Thirst Damage

Out of Air Damage

Fall Damage

If the armor is zero, a armor break sound is spawned.

If there is no armor on the char, the UI will adapt

Hunger

The character has hunger logic.

The hunger decreases over time by a consumption rate variable.

When the hunger is in low range, a stomach growling sound is spawned.

When the hunger is at zero, damage will be applied to the health, not the armor.

Thirst

The character has thirst logic.

The thirst decreases over time by a consumption rate variable.

When the thirst is in low range, a stomach growling sound is spawned.

When the thirst is at zero, damage will be applied to the health, not the armor.

Energy

The character included energy logic.

You can sprint with shift. Sprinting consumes energy.

The sprint speed is lerped to the max speed and also reversed via timeline.

You can jump with spacebar. Jumping consumes energy.

Jumping spawns a jump sound.

When the energy is in low range, you can’t jump or sprint.

The char will automatically stop sprinting when is zero.

The energy has a regeneration rate variable.

When the energy is in low range, an out of breath sound is spawned.

Oxygen

The character has an Oxygen variable.

This can be used for: under water, but also for “space survival”

Only when oxygen is consumed the UI will show the oxygen bar based on an animation

The consuming of oxygen is triggered by a variable: Consuming oxygen bool.

When the Air is low, an out of breath sound is spawned (gasping). 

When air is regained a regaining sound is spawned

When oxygen is zero, apply damage only to health, not armor.

Generic Penalty system:

This pack includes a generic penalty system. You can easily apply penalties to all stats based on health, temperature or from a pickup e.g.

Rotten Fish

Alchohol

Poiseness berry

Berries

Energy Drink

Antidote

Medicine

Bandage

Health states (Including post process and screen effects):

  • Sick: Bad stats, slowly recovering
  • Healthy: Normal Stats
  • Infection: Need medecine, bad stats and slowly dieing
  • Wounded: bad stats but slowly restoring. Small chance of infection if not attended
  • Poisoned: random chance of recovering. Antidote helps to restore.
  • Drunk: Temp dizzy screen, more hunger and thirst. A bit more energy

Temperature states:

  • Very cold: Bad stats and small amount of damage
  • Cold: Bad stats, faster hunger
  • Normal
  • Hot: Bad stats, faster thirst
  • Very hot: Bad stats and small amount of damage

Based on “external temperature”, the temperature state is switched. 

Be aware, the character also has a “Chill” temperature.

The chill temperature can differ per character.

This is depended on a chill temp penalty.

The penalty is determined by e.g. clothing, if is wet, or near a fire and warmed.

Each state has a screen animation effect.

Misc States:

This affects the chill temperature of the individual.

  • Wet: When in rain or just out of water. Faster cold
  • Warming: Near a fire, faster not wet AND faster too hot and less fast too cold
  • On Fire: Fire particle + dying + not wet

Weather based temperature support:

Possible to integrate with a weather plugin.

The weather system should include a temperature variable.

To set temperature state in the char: Call the “Set Temperature State based on external temperature” event

In the weather system you want to set temperature depended on season (spring, summer, autumn, winter)

Depended on time of day (Morning, afternoon, evening, night)

And set penalties and misc states based on weather type:

  • Rainy (Colder and wet) (Call On Event Wet on the char)
  • Cloudy (slightly cold)
  • Partly Cloudy (A bit warm)
  • Sunny (Warm)
  • Snowy (Quite Cold)
  • Foggy (A bit cold)
  • Windy (Cold)
  • Stormy (Wet and cold) (On Event Wet)

Character logic:

Sprint, Run and Walk:

  • Switch between Run and walk with Tab
  • Enable sprint with left shift.

Fall damage:

  • This is triggered on the Event On Landed. There are two variables involved:
  • Required Falling velocity to apply fall damage (This is a threshold so low impact falls are not hurting)
  • Fall Damage Multiplier (Multiplies the impact of the fall)

Identifier:

  • The player has an option to show their statistics and their name above their head which faces the local player.
  • This is for multiplayer purposes. 
  • You will not see your own stats above your head but only in your HUD
  • Currently: Health, armor and name is replicated. 
  • It is optional to replicate the other stats such as hunger.

Double Jump:

  • Double jump system which can be switched via a boolean.
  • Energy logic is also included.

Die:

  • Character collapses when health is zero.

Quality first:

The best and nothing less. Our core principles keep our assets the top of what’s available.

Where possible:

– Complete and flexible, we include most common use-cases in our products.

– Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.

– Flawless integrations.

– Blueprint only, so we keep it accessible for you and your complete team.

– Extensive documentation, in code and in docs. Not only what happens by also why. We want you be able to learn.

– Production-ready.

不和谐 💬加入超级游戏-发展不和

示范 试试吧!

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制造的 🎮埃里克从Hyper!

模块化设计 🧩查看其他兼容资产

生存属性系统:

它包括具有高级逻辑的完全网络化生存属性。 该系统用于简单的生存游戏。 没有库存系统耦合或包括在内。 它管理生存属性。 该产品基于UE4字符,不会更新为UE5技术。 该组件仍然可以在UE5中使用。

基本球员统计:

健康

角色有一个健康变量。 这是最重要的一个。

健康受到损害事件的影响。

例如:跌倒,饥饿,口渴,没有空气等。

当生命值为零时,charachter将崩溃并产生死亡声音

当角色非常接近死亡时,会产生非常低的生命值声音。 在这种情况下,心跳加快。

还包括血液飞溅的屏幕动画。 在事件损坏时,血液飞溅被激活。

对于一般伤害事件,护甲会首先降低

角色可以选择启用或禁用生命值再生。

Regen的量由:VariableHealthRegenerationRate确定

当健康处于最大值时,逻辑将不会被切除。

此外,当actor受到伤害时,生命值在几秒钟内不会重新生成 

盔甲

角色有盔甲。

护甲在事件伤害下被破坏.

但是,装甲不会在某些伤害类型上被破坏,例如:

饥饿伤害

口渴损伤

空气外损坏

坠落伤害

如果护甲为零,则会产生护甲断裂声。

如果char上没有装甲,UI会适应

饥饿

角色具有饥饿逻辑。

饥饿随着时间的推移减少了一个消耗率变量.

当饥饿处于低范围时,会产生胃咆哮声。

当饥饿为零时,伤害将应用于健康,而不是盔甲。

口渴

这个角色有口渴的逻辑。

口渴随着时间的推移而减少的消耗率变量。

当口渴处于低范围时,会产生胃咆哮声。

当口渴为零时,伤害将应用于健康,而不是盔甲。

能源

角色包括能量逻辑。

你可以用shift冲刺。 冲刺消耗能量。

冲刺速度是lerped到最大速度,也通过时间线反转。

你可以用空格键跳跃。 跳跃消耗能量。

跳跃产生跳跃的声音。

当能量处于低范围时,你不能跳跃或冲刺。

当char为零时,它会自动停止冲刺.

能量具有再生速率变量。

当能量处于低范围时,会产生喘不过气来的声音。

氧气

字符具有氧变量。

这可以用于:水下,也可以用于”太空生存”

只有当氧气被消耗时,UI才会根据动画显示氧吧

氧气的消耗由一个变量触发:消耗氧气bool。

当空气较低时,会产生喘不过气来的声音(喘气)。 

当空气恢复时,会产生恢复的声音

当氧气为零时,只对健康施加伤害,而不是护甲。

一般罚款制度:

这个包包括一个通用的惩罚系统. 你可以很容易地应用惩罚所有的统计基础上的健康,温度或从一个皮卡,例如。

烂鱼

阿尔乔霍尔

毒浆果

浆果

能量饮料

解毒剂

医学

绷带,绷带

健康状态(包括后期处理和屏幕效果):

  • 生病:糟糕的统计数据,慢慢恢复
  • 健康:正常统计
  • 感染:需要medecine,糟糕的统计数据和慢慢死亡
  • 受伤:糟糕的统计数据,但慢慢恢复. 如果没有参加,感染的机会很小
  • 中毒:随机恢复的机会。 解毒剂有助于恢复。
  • 醉:目眩屏风,多饥渴。 多一点能量

温度状态:

  • 非常冷:糟糕的统计和少量的伤害
  • 寒冷:糟糕的统计数据,更快的饥饿感
  • 正常
  • 热门:糟糕的统计数据,更快的口渴
  • 非常热:糟糕的统计和少量的伤害

基于”外部温度”,切换温度状态。 

请注意,角色也有一个”寒意”的温度。

冷却温度可能因字符而异。

这取决于一个寒冷的临时工惩罚.

处罚取决于例如衣服,如果是湿的,或靠近火和温暖。

每个状态都有屏幕动画效果。

杂项国家:

这影响个体的冷却温度。

  • 湿:下雨或刚出水时. 更快的寒冷
  • 变暖:靠近火,更快不湿,更快太热,更快太冷
  • 着火:火粒子+死亡+不湿

基于天气的温度支持:

可以与天气插件集成。

天气系统应包括温度变量。

要在char中设置温度状态:调用”基于外部温度设置温度状态”事件

在天气系统中,您想要设置温度取决于季节(春季,夏季,秋季,冬季)

取决于一天中的时间(上午,下午,晚上,晚上)

并根据天气类型设置处罚和其他状态:

  • 多雨(较冷和潮湿)(在char上呼吁事件潮湿)
  • 多云(微冷)
  • 部分多云(有点温暖)
  • 阳光(温暖)
  • 下雪(相当冷)
  • 有雾(有点冷)
  • 风(冷)
  • 暴风雨(湿和冷)(在事件湿)

字符逻辑:

冲刺,跑步和步行:

  • 使用Tab在跑步和步行之间切换
  • 启用左移冲刺。

坠落伤害:

  • 这是在着陆时触发的事件。 涉及两个变量:
  • 需要的下降速度来施加下降伤害(这是一个阈值,所以低冲击下降不会伤害)
  • 坠落伤害乘数(乘以坠落的影响)

标识符:

  • 玩家可以选择显示他们的统计数字和他们的名字在他们的头顶面对当地玩家。
  • 这是多人游戏的目的。 
  • 你不会在你的头顶上看到你自己的统计数据,但只能在你的HUD中看到
  • 目前:健康,护甲和名称被复制。 
  • 复制其他统计数据(如饥饿)是可选的。

双跳:

  • 双跳系统,可以通过布尔切换.
  • 能量逻辑也包括在内。

死!:

  • 生命值为零时角色崩溃。

质量第一:

最好的,不外乎。 我们的核心原则使我们的资产保持在可用的顶部。

在可能的情况下:

-完整而灵活,我们在产品中包含了最常见的用例。

-数据驱动的方法,所以适应是容易的。 我们提供电子表格进行大规模编辑.

-完美的整合。

-仅限蓝图,因此我们可以为您和您的完整团队提供访问权限。

-广泛的文档,在代码和文档。 不仅发生了什么,也是为什么。 我们希望你能够学习。

-生产-准备就绪。

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