3D Top Down Shooter By Jonay Rosales González AKA Don Barks Gheist This new version of the top down shooter gamekit let you help to make very adictive top down shooters in 3D that have made popular with games like Minigore and Guerilla Bob. This package will help you to shorten the development period of your game the maximum possible, with almost 1500 lines of code divided in 38 Scripts that includes: 2 Types of player control: Typical Top Down Shooter and over-the-top third person shooter (Like ShadowGrounds games). 2 Game Modes: Stage Mode and Survival Mode, Including a Bonus Level too (Only added in Stage Mode). A fully Customizable AI with a large variety of parameters, that allows the enemies various types of actions like melee attack, shooting or jump over the player, between others... A Simple but very effective Spawn Director, that allows spawn enemies and items too. Five Weapons divided in 3 types of shoot: Proyectiles, particles(flamethrower) and explosives. An arcade-like Stage Clear Scene. Dozens of global variables for gameplay seetings and player stats. 5 types of items and a enemy loot script that let you configure the drop item game of every type of enemy(prefab = type of enemy). And much more...
Package Content: 3 test scenes: Control Type 1, Control Type 2 and Stage Clear. All necesary art resources for prototyping. 38 ready to use scripts: AI: AI Animation Behaviour: 3D Animation Behaviour Example for use with the player control (44 Lines of Code). AI Enemy Animation Behaviour: 3D Animation Behaviour Example for use with Enemies and AI Scripts(42 Lines of Code) AI Script: Main AI Script for Enemies(178 Lines of Code). Character Life Meter: Health and Death properties for Player and Enemies(111 Lines of Code) Tridimensional Character Rotation: provide various rotation types for Enemy Behaviour (Chase, aiming and no rotation for dead state).(44 lineas de codigo). Camera: Mouse Look: script provided by Unity Editor (86 Lines of code) Smooth Follow: script provided by Unity Editor (57 Lines of code) Control: Character Move: Movement script for the over the top third person shooter Control Type (54 Lines of Code). Character Move 2: Movement script for the classic Top Down View Control Type(71 Lines of Code). Character Rotation: Aiming Script for Top Down View Control Type (10 Lines of Code) Shoot: Shoot script for proyectile weapons(127 Lines of Code) Shoot2: Shoot script for particle based weapons(40 Lines of Code) Shoot3: Shoot script for explosive weapons(24 Lines of Code) Debug: Take ScreenShot: Takes a Screenshot and save it in the data path(7 Lines of Code). Gameplay: Loot: Make the enemy drops an item or not(8 Lines of Code) Pickup Medkit: restore character Life(9 Lines of Code) Pickup Shotgun: Add Shotgun Ammo or activate the shotgun use(9 Lines of Code) Pickup Minigun: Add Minigun Ammo or activate the minigun use(9 Lines of Code) Pickup Grenades: Add Grenade Launcher Ammo or activate the Grenade Launcher use(9 Lines of Code) Pickup FlameThrower: Add FlameThrower Ammo or activate the FlameThrower use(9 Lines of Code) Spawn Enemy: Enemy and Items Spawn Director(77 Lines of Code). Zombie Game: Game Director Script (20 Lines of Code). Globals: GameplayGlobals: A great number of global variables and function that control the gameplay(44 Lines of Code). GlobalStats: global variables and functions for player stats, perfect for use in web player games(12 Lines of Code). Graphics: BulletTray: Bullet Behaviour Script(28 Lines of Code).
Light Pulse: Simple Flickering light script(16 Lines of Code). Random Texture: Select a Texture randomly for the model and apply normal map if exists(12 Lines of Code). ShotGunShellTray: ShotGun Shells Behaviour Script(27 Lines of Code). ShotLight: Muzzleflash Light(6 Lines of Code). GUI: All the GUI Script are for debbuging purposes except: Level Completed: Activate the Bonus Stage when the objectives in stage mode are completed(15 Lines of Code). Level Cleared: Applies Level Bonus Score and Show Player Stats in the Stage Clear Scene, Once Cleared a Stage(55 Lines of Code). Physics: OnCollisionInstance: Instance an object once the game objects collides and disappear(13 Lines of Code). Explosion-Simple: Explosion Script adapted for this gamekit(39 Lines of Code)
Gamekit and Scene SET-UP Game Base Set-up: 1. Drag and Drop the prefabs Director and GUI in the Hierarchy. 2. Let s see first the most important components attached in the GUI prefab s children. 3. In Info prefab, We ve got the Level Completed Script, that allows start a bonus stage once completed your objetive in stage mode. The only one parameter that it have is the Overtime, that determines the time that the Bonus Level Have before the bonus level ends and goes to the level clear scene. 4. Once configured this script. Let s go to Set up the Director Prefab
5. Here we have (the wrongly called) Enemy Spawn script. 6. Isspawning let you activate or not the spawn process. In Item Spawnpoint put the game object (places) where the items will spawn. Put your enemies and objects prefabs in Enemyprefab and itemprefab respectively. If you want make spawnpoints for enemies, simply create an empty object and put the tag EnemySpawn on it. Remember that Zombie Game script must be in Director Prefab. 7. Let s pay attention now to the Global Variables that have the gameplay process that you can configure freely.
8. Enemy Limit controls the maximum number of enemies on the scene. ToNextStageKills determines the minimum number of enemies that you must kill for complete the stage s objetive. SurvivalMode let you change between the 2 game modes. 9. Now the game base is completely Setted up, let s set up the Player and Enemies
Character Set-Up: Use the prefabs and example scenes added on the pack for learn how to implement your charcter to the respective control set-ups.
Enemies Set Up: No enemies examples are added to the pack, so in this section you ll learn how to configure your enemies with the scripts added in this pack:
1. Create a new GameObject and name it as you like, this will be the main enemy controller 2. Add the Character Controller Component. 3. Add the next scripts: CharacterLifeMeter, AIScript and (optional) LootScript and set up all except the AI Script(We ll set up later...) and the Deathanimationindex parameter of CharcterLifeMeter script. 4. now let s add our enemy skinned and animated mesh as a child game object of the previous one we ve created. 5. Set up the animations that the enemy will have 6. add to this game object your custom AIEnemyBehaviour script (see the example AIEnemyBehaviour Script included on the package as reference) and the TridimensionalCharacterRotation script.
7. (Optional) in the children game object where the skinned renderer component is, add and set up the random texture script.
8. Back to the father game object, configure the AI Script and CharacterLifeMeter as you wish and add the animations indexes, referencered on your AIEnemyBehaviour Script, in his respectives animation types.
9. Now these f***ers are ready to kill you
Known Issues(Will be fixed on the next update): Enemy AI haven t got Object Avoidance. The Top-Down-Shooter control need some little fixes on the animation behaviour, maybe the strafe and diagonals movement don t behave as they must in certain circumstances.