@commancho Thank you for your feedback. Yes, the current AI will definitely be improved. This is actually something we are actively working on right now, and we are taking many different aspects into consideration. A lot of the current systems and behaviors will be significantly changed and improved.
We are aware of the bugs and some of the odd behaviors the zombies currently have, and we are working on improving them so we can deliver a much better AI system in the upcoming version of the framework.
Thank you for your patience, support, and detailed feedback
Hello! I would like to write some considerations about future updates.
1. L3 Pressed on controller for running . (More resident evil style).
So for now with L1 is good,more sh2 style,but what do you think of an option to also have this like re? So we can choose which one to use.
2. Knife weapon like Re2 Remake (Aim + Attack)
So we have 2 close combat weapon Knife and steel Pipe,a knife would definitely can be good in this framework.
3. Health Upgrade
A health upgrade like re9 would be one of the best things to have since we got inventory upgrade in 0.3!
4. Female and Male mannequins and SFX
A two UE5 mannequin with male and female SFX changed,so it's more friendly to use one of the two.
Thanks for the work and updates! Hope one of this will taken in consideration if they sounds good.
In addition to Commancho's speech, I would like to talk about a story-oriented detail. I would like to have a tool that allows me to create scripted scenes.
A simple example: We are walking down a hallway, and suddenly a monster breaks through the wall and attacks us. There are no intermediate states. There is a clear indication of the scripted behavior pattern.
I would also like to see AI monsters being able to open unlocked doors, move up and down stairs between floors (I don't know how this works now), and the main character being able to dodge attacks to the right or left. I would also like to highlight kesotiv's excellent suggestion regarding situations where a monster can grab the player and we need to resist them. I would introduce a "QTE" event instead of a specific knife strike.
@rozhkovskyproduction @criss1818 Guys, thank you so much for all your amazing feedback and suggestions. We genuinely review everything you write here carefully, and any ideas that fit the framework’s vision and theme will definitely be considered.
Versions 0.4 and 0.5 will bring major changes, and we hope that with every update we can continue adding more value to the product. Stay tuned!
@commancho Thank you for your feedback. Yes, the current AI will definitely be improved. This is actually something we are actively working on right now, and we are taking many different aspects into consideration. A lot of the current systems and behaviors will be significantly changed and improved.
We are aware of the bugs and some of the odd behaviors the zombies currently have, and we are working on improving them so we can deliver a much better AI system in the upcoming version of the framework.
Thank you for your patience, support, and detailed feedback
Thats great news. Please don't understand me wrong, its just a feedback, I really do belive your templates are easly one of the best templates on FAB and I do own much more expensive ones.
Regarding AI, I've a small suggestion that could apply to both Modern & Classic templates. I was doing alot of experimenting in the past weeks and I came to conclusion that there are some issues with AI's real time attacks that are not directly tied with the templates themselves, but rather with a work flow for solo developers. Real time attacks require ALOT, I mean really ALOT of efforts to look good, to work properly and to maintan a real horror feeling to them. These issues multiply when you are trying to add non-zombie like monster enemies.
So I was thinking about this and I had a brilliant for both of your templates. Here I must admit that I've medicore programming skills. BUT. I've replaced real time AI attacks with simple events. It works simple: player enters AI's collision box -> take away controls from player -> play bite montage for AI skeleton mesh -> play get bitten montage for player mesh -> apply damage -> give back controls to player. Its possible to take it even further and to add QTE event to play during the attack that would require player to hit the buttons to break free. It could also work under only specific conditions like health, range etc.
@commancho no worry at all, we truly appreciate constructive and helpful feedback like yours and make the best possible use of it.
Regarding the AI attack animations and expanding that system, it is definitely something we can work on, and we are already thinking about it. The main challenge at the moment is finding high-quality animations that are suitable to use as the default version and also come without licensing issues.
As soon as we are able to obtain proper high-quality animations for this purpose, we will absolutely implement this system.
Hi all!
I think I will buy this Asset because of 2 reasons I have seen so far (since one week I invest time for information etc.).
1. The Asset looks like a powerhouse (and we still havent seen half I think)
2. The active answer with pictures etc. (I have bought many assets and can tell, it is not common, they tell you that but dont deliver, or only some deliver).
I also have a Future Request for an Update:
- Hiding in closets or under the bed, or in a box (Box, Closet: it would be very nice if there are very small holes like elongated slots, where the player can see what is going on outside).
@herrstickman Welcome to the forum! We’re really happy to hear that you’re interested in the product and enjoying what you’ve seen so far.
Your suggestion is also very good, I’ve added it to our list for future review and evaluation. We are also continuously updating and improving the framework based on community feedback and new ideas.
Once again, we’re very happy to have you here in the community😊
@hosna Thx for the welcoming and thx for creating such a powerhouse asset.
Do you guys plan a stamina system for running or attacking or jumping?
In horror games this would be a nice component of thrill, because sometimes seconds are important xD
@commancho no worry at all, we truly appreciate constructive and helpful feedback like yours and make the best possible use of it.
Regarding the AI attack animations and expanding that system, it is definitely something we can work on, and we are already thinking about it. The main challenge at the moment is finding high-quality animations that are suitable to use as the default version and also come without licensing issues.
As soon as we are able to obtain proper high-quality animations for this purpose, we will absolutely implement this system.
No worries, most of us replace most animations with our own at some point, so they don't have to be perfect.
I think my idea would work better for beginners & solo devs as its much easier to just polish a few scripted attack montages than to spend thousends of hours on trying to make AI to look & behave good in real time. I think it would work really good in FPS mode. Zombie getting close, QTE cutscene launches, zombie is biting player's hand, both are struggling for a moment, player smashes buttons while losing health and punches zombie a few times to break free. It'd be very atmospheric and very horror-y. It'd be easy to make it look nice, and it'd be easier to balance something like that, without worrying about the horror turning into a shooter or to lose horror vibes because AI doesn't pose much threat and its very difficult to make a decent AI in real time. I mean even big studios struggle with that. It would be also much more versatile when it comes to implementation of diffrent types of monsters. Just an option for us aside what template already does. Also it would be great to have attack montage playlist with a randomizer, so we could implement diffrent attack montages for AI instead of having just one attack.
@herrstickman Yes, stamina could also be an interesting feature. Maybe something similar to Silent Hill F, we would need to evaluate how it fits into the existing systems.
@commancho Yes, that’s actually a very good idea 👍 . However, we would still need default animations for such a system, and so far, we have not been able to find even standard-quality(not perfect) animations with a proper royalty-free license for this purpose. So, we may eventually need the help of an animator to create them.
If you or any other community members happen to find animations for this type of system that meet at least a minimum quality standard and come with a suitable royalty-free license, please feel free to send them to our email. We would definitely review them, and it would be a huge help for the project.
If you or any other community members happen to find animations for this type of system that meet at least a minimum quality standard and come with a suitable royalty-free license, please feel free to send them to our email. We would definitely review them, and it would be a huge help for the project.
Sure, if I see any, I will let you know! I'm going to purcharse Cascadeur at the end of the year and maybe once I get good at it, I could make a few spare animations for you guys! 😛
I've also one more idea. I was messing a little in AC_Combat and I've replaced Cascade VFX node with Niagara VFX. This gave me an idea, that it would be great to have diffrent impact VFX for diffrent surfaces (metal, water etc)?Now I know that it again requires work (alias making Niagara VFX), but maybe its possible to write the logic, without these? Like, call them Surface 1,2,3 and put just any VFX for all, so if someone has VFX assets for that, they could just edit the nodes and if they don't, well nobody names surfaces like that. I know its bandaid solution and I can rewrite it and upload to repo by myself, but it would be great to have it from get-go at the start of new project / prototype. A little time savers here and there! 😀
I had also the idea of playing diffrent hit montages for zombies, depending on which weapon we are using. So we could later replace these with our own animations. For example we shoot the zombie with a pistol and it just loses a balance for a short moment, but we shoot it with a shotgun and we knock the zombie few meters away.
@commancho Thanks for the ideas, feedback, and for thinking about helping us! 😀
Yes, we do plan to add surface-based VFX in the future. Surface sounds are already supported, and they've been improved quite a bit in the upcoming update. The hit montage idea is also a great suggestion. I'll add it to our list for further consideration.
Hi guys!
Love the product - there are a few others similar to this that I didn't buy because their demo didn't really hit the mark. Things just felt off (poor centred aiming logic, etc.) and even though they acknowledge the issues, they didn't fix them very well in their updates. Found yours and it's infinitely better but obviously not without it's flaws due to early access but you obviously listen to your users! Can't wait for v0.4!
I'd love to see a few things:
- Simple weapon upgrades - muzzle break/silencer, stocks, grips, etc.
- One thing another similar product did have and I would love to see it in yours was holding the flashlight in the left hand, similar to Leon in RE:Requiem and when you aim with the pistol with flashlight turned on, the character rests the pistol hand on the flashlight hand and aims both together (I believe it's called the Harries technique?)
- I've also started implementing directional impact/reactions to my project but it's really rough 🤣- I'd love to see your version as you are way better coders than me. If they get hit in the knee, they buckle and fall to that knee, if they get hit in the head they tumble back, hit in their shoulder and their arm ragdolls, etc.
