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Combat sections/Shooting mini-games

edited October 2024 in Engine development

Hi!

I wanted to ask about the viability of having FPS or third person shooting sections in a game mainly made with adventure creator.

The combat sections would be simple, my ambitions are pretty low. You encounter some melee enemies that approach you and some ranged enemies that keep their distance and shoot at you. Very basic AI is enough for me. The player deals with them by shooting, should be able to move around, reload, shoot. The very basics. The combat would only take place on specific maps & and during specific parts of the story, so it doesn't have to be very dynamic.

From what I've seen adventure creator is not really made for fighting. Is it possible to implement something like this, or would I need another addon for the combat? And in that case do people have some go-to addon for shootin'? Or some personal favorite solution? I've seen UFPS mentioned in some other threads.

I'm a 3d artist so models & animations won't be an issue, but I have basically 0 programming knowledge.
I have made games in Rpgmaker though, lol :smiley:

Comments

  • Welcome to the community, @ParoParo.

    To be clear: AC is not intended for fighting games - but traditional adventure games that rely on puzzles, exploration and narrative for gameplay.

    There is a "Combat example" package over on the Downloads page, but that's intended as more of an example for how AC can be extended through scripting - rather than an official feature.

    You can rely on a separate combat asset, but you'd need to script the way the two assets communicate if there's any overlap in gameplay (i.e. the Player can go from "adventure mode" to "combat mode" in the same scene). The Manual's "Custom motion controllers" and "Extending functionality" chapters cover the main techniques involved

    If you're looking to implement combat with the minimum amount of scripting, the best way would be to keep your AC and combat scenes entirely separate. When AC switches to a non-AC scene (i.e. one that hasn't been set up using the Scene Manager). then it will "sleep" until you re-enter one. If this scene has a self-contained combat system (i.e. its own Player controller, enemies, etc) then AC won't interfere with it during this time.

  • Okay, thank you for the answer!
    Separate action scenes and putting AC to "sleep" seems like a good solution.

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