Number of Blueprints: 15
Input: Gamepad, Keyboard, Mouse
Network Replicated: Yes
Supported Development Platforms: Windows
Important/Additional Notes:
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The project makes use of Enhanced Input, only for demonstration purposes; the components do not require it.
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The animations included are from the Animation Starter Pack and Epic’s Paragon Graystone, but they are meant just to be placeholders, for demonstration purposes. Currently it uses paragon animations for locomotion, but I”ll implement the Lyra locomotion system soon, including turn in place, 180° turning, etc.
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Price will increase as more features are added.
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I’m not a network replication expert, so it is almost certain that the project replication will require optimization in regard to network bandwidth.
蓝图数目:15
输入:游戏手柄,键盘,鼠标
网络复制:是
支持的开发平台:Windows
重要/附加注意事项:
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该项目使用增强的输入,仅用于演示目的;组件不需要它。
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包含的动画来自动画入门包和Epic的Paragon Graystone,但它们只是为了演示目的而作为占位符。 目前它使用paragon动画进行运动,但我很快就会实现Lyra运动系统,包括原地转弯,180°转弯等。
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价格将增加更多的功能。
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我不是网络复制专家,所以几乎可以肯定的是,项目复制将需要在网络带宽方面进行优化。
This project consists of four actor components, and other blueprints, designed to be a good starting point for prototyping, or in the creation process of a simple multiplayer melee action game. Every feature is separated into its own actor component, for implementation flexibility.
Video Demonstration and Tutorials Playlist
Consider joining my recently created Discord Server, for support and questions.
The main componets are:
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Basic Montage Sequence Manager – Handles the playback of the montage sequences and sections. ( A plugin version of this component is available for free here. )
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Combat State Manager – Handles the hit scan, damage, and blocking events.
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Ragdoll State Manager – Handles all ragdoll-related events.
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Simple Lock-on – Handles the character and camera lock-on.
Additional Components are:
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Projectile Spawner – Handles the spawning of projectiles for range based weapons, as well ammo and reloading.
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Animation Sync – Handles synced animations, used here for combat finishers.
It also includes a three vs three game mode to demonstrate all features, and AI bots (which are automatically added to complete the two teams for the match).
This project is a multiplayer alternative version (simplified in some areas, and expanded in others) of my other marketplace system Basic Melee Combat System. Consider checking it out if you are looking for a melee system focused on single-player, in the style of modern beat ’em ups.
Features:
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Four modes of hit scan tracing for damage.
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Aim Offset (for the melee attack be in the aiming direction).
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First and Third person camera toggle setup.
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The possibility of “baking” the tracing locations in arrays, for more hit precision in very low frame rate scenarios (Check the documentation for more details).
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Handling of attack sequences, with support for montage sections.
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Blocking, Dodging and Shield Bash.
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Fully network replicated, with a demonstration game mode.
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Ragdoll state handling.
(Version 2.0)
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Added support for Ranged based weapons.
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Added support for combat finishers.
该项目由四个actor组件和其他蓝图组成,旨在成为原型设计的良好起点,或在简单的多人近战动作游戏的创建过程中。 为了实现灵活性,每个特性都被分离到自己的actor组件中。
考虑加入我最近创建的 不和谐服务器,为支持和问题。
主要组件是:
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基本蒙太奇序列管理器-处理蒙太奇序列和片段的播放。 (此组件的插件版本是免费提供的 这里. )
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战斗状态管理器-处理命中扫描,伤害和阻止事件。
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Ragdoll State Manager-处理所有与ragdoll相关的事件。
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简单的锁定-处理字符和相机锁定.
其他组件包括:
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射弹产卵器-处理基于射程的武器的射弹产卵,以及弹药和重装。
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动画同步-处理同步动画,这里用于战斗终结者.
它还包括一个三对三的游戏模式,以展示所有的功能,和人工智能机器人(自动添加完成两支球队的比赛)。
这个项目是我的其他市场系统的多人替代版本(在某些领域简化,在其他领域扩展) 基本近战战斗系统. 考虑检查一下,如果你正在寻找一个专注于单人游戏的近战系统,以现代beat’em ups的风格。
特征:
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四种模式的命中扫描跟踪损坏.
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瞄准偏移(对于近战攻击是在瞄准方向).
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第一和第三人称相机切换设置。
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在数组中”烘焙”跟踪位置的可能性,以便在非常低的帧速率场景中获得更高的命中精度(有关更多详细信息,请查看文档)。
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处理攻击序列,支持蒙太奇部分。
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阻挡,躲避和屏蔽Bash。
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完全网络复制,具有演示游戏模式。
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布娃娃状态处理。
(版本2.0)
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增加了对远程武器的支持。
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增加了对战斗终结者的支持。
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