Demo and more information: http://freetimestudio.github.io/Adventure-Kit/
Buy on the UE4 Marketplace
- Flexible Movement System
The movement system of the kit includes everything a good adventure needs: Ledges, Ladders, Walls, Ceilings, Tight Spaces, Balancing Beams and Ziplines! All these movement zones can be configured to work with different types of characters and the underlying base classes allow for an easy implementation of custom behaviors.
- Item and Inventory System
Augment your character with an inventory that can hold items, weapons and equip them on the character. You can also use key items to open locks or combine them to craft something different!
- Over 70 Animations
Lots of movements, interactions and poses to bring your vision to life!
The kit’s item system includes weapon functionality and has implementations for Pistol, Machine Gun, Minigun, Bow, Sword, Boomerang, Overheating Gun and Grappling Hook.
- Game Templates
The example content comes with seven templates that you can use to create your own projects from! The templates include starter levels for a variety of games such as Zelda, Darksiders, Outlast, Mirror’s Edge, Splinter Cell and Point and Click Adventures!
- Powerful Character Actions
The action system allows characters to perform a variety of tasks. They can synch up animations of several characters, handle item equipment, interactions and combo attacks!
- Wall Walking
Create characters that move on the ceiling or around planetoids! Set a gravity direction and the character will orient itself accordingly.
- Material Based Footsteps
Utilize UE4’s physical surface system to customize how character footsteps sound.
- Full Source and GitHub access
When you buy the the kit you will get access to the GitHub repository used to develop the kit. Get updates as soon as they are committed!
Windows, Mac, Linux*, (iOS, Android, HTML5)**
- No C++ required*
The plugin is written in C++ but everything you need is exposed to Blueprints, in fact all of the example content is created exclusively with Blueprints!
* You will still need a compiler setup in case you use Linux or want to build for mobile.
** Since the kit is a plugin for UE4 it should run on all engine supported platforms, however some post fx is not compatible with the HTML5 renderer. iOS and Android should work as well, however it is not tested nor have touch controls been implemented.
This software is a plugin for the Unreal Engine 4. It does not work as a stand alone and needs version 4.10 of the engine. Currently the mechanics only work in single player. Network support is planned but does not exist as of yet. The kit contains sample assets, some of which were created by third parties. It uses starter content from Epic Games as well as sound files. All included sounds are released under the Public Domain license.
Convinced that your project will benefit from the Adventure Kit? Buy it here:
After a lot of questions about the Adventure Kit I decided to compile them into this FAQ:
- When will you release?
Even though I try my hardest to invest as much time as possible, it remains a spare time project and thus I cannot make hard deadlines.
- Then why not release it now and update later?
A: Currently the kit’s architecture is too unstable. I don’t feel comfortable with people starting to build their projects on it because the next update might break it. There are definitely components that I consider finished by now, but a lot of it is still in flux. Another huge reason is the lack of documentation. I do not want to write documentation, unless a feature is finished. At the time of writing the kit’s core code base has over 14 000 lines of code and a lot of sub-systems, blueprints, special data types and in-editor tools that have almost no explanation at all.
Can I sign up for an alpha or beta test somewhere?
I will do a testing phase at some point and announce the details for that in this thread at the given time:
- Will you implement mechanic / weapon XY?
Probably not, but I am trying to keep the kit as extendable as possible. There are already a lot of mechanics in the kit which have to work together and I cannot fulfill each request, otherwise the kit would never get finished. At the time of writing, I am still working on some yet unannounced mechanics, so expect some news in the coming weeks, but after that it will be all bug fixing, refactoring and documentation. I might of course include new mechanics after the initial release, but I first want to see how the already included ones work out.
- Hey I saw your kit and would like for you to join our team.
Sorry, I simply can’t. I am already involved in several other projects besides my main occupation and I just haven’t figured out the whole time travel thing that would be required to make room.
- Which platforms will the kit support?
I am basing the code completely on UE4 so it should run on any system that the engine supports. There are no external dependencies.
- How will you deploy the kit?
It will be a code plugin, consisting of an editor and a runtime module.
- I am not a programmer, do I need to know C++?
While it always helps, there are plenty of hooks for blueprints, so you should be able to use all features without ever needing to open the C++ code. You can create new items, weapons, actions and functionality using only blueprints.
- I see your wall walking working like this, but will it work like that?
The character has some flags for automatically adjusting its orientation to a floor, but you can turn all of that off and simply set a gravitation direction vector, so it should work with any type of setup you intend to do (e.g. ring world, planetoid, or magnetic pads/boots).
- Will you make a tutorial to explain mechanic XY?
I will explain how to use the mechanics in the kit upon release, but until then I would rather concentrate on finishing the kit as soon as possible.