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Unity Developers - Speed the development of your First Person Shooter with our FPS Weapons Package

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Dastardly Banana Productions - Two people, one fruit, one destiny.


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FPS Constructor 1.1.2!

June 27th, 2012

FPS Constructor 1.1.2 just went live on the asset store!

Version 1.1.2 – Submitted June 27, 2012
Features
-Added prone support (uncheck ‘use prone’ on Character motor to deactivate)
-Added crawl sounds to EffectsManager, for use when prone (no sounds are currently defined, but they can be).
-Added new script with custom editor to make setting movement values easier. Also has global sprint values
-Added option to override global sprint values on a single aim object
-Added z rotation to GunMotion for better effect.
-Added default joystick control for mobile
-Added optional mouse smoothing (special thanks to Chris Smith for the help!)
-Added script to default projectiles to prevent going through things (from unify community)

Bug Fixes
-Removed extra debugs (whoops)
-Fixed some prefab errors
-Fixed mobile problem where camera would freeze on reload
-Fixed bug where sway would move too fast when walking
-Fixed bug in AimMode which cause loss of set values in prefab-connected weapons
-Clicking in to lock cursor no longer moves camera
-Clicking in to lock cursor no longer fires weapon
-Fixed bug where accuracy would be too high after player stops aiming while crouched

And because I forgot to post the previous update (1.1.1):

-Whole project now compiles in one pass, allowing the next change
-Moved entire system to Plugins folder for early compilation. This means that C# users can directly reference the system.
-Fixed missing component problems in player prefab
-Fixed editor bug which caused changes on prefabs to be lost at runtime
-Added StopSprinting() function when player stops sprinting
-Fixed bug with mobile controls not working when player dies
-Added upgrades

FPS Constructor Version 1.1 Live!

May 9th, 2012



It’s been a long time coming (unfortunately delayed by school), but the 1.1 version is finally out! It’s the biggest update since 1.0, with mobile compatibility, new sway mechanics, a new input system, better control of the player, and much more! I’m actually really excited about the static variables to control the player (whether they can shoot/move/etc), because it opens the door to adding things like obstacle climbing, ladders, or stealth kills.

Of course, the fact that the full FPS Constructor now works on mobile devices (and even has a sample scene for mobile controls) is pretty cool too.

Also, here’s a video of the awesome new example weapon included in the package:

Here are the release notes:

Version 1.1 – May 9, 2012

This release contains several new features, including mobile compatibility. If you are upgrading from an older version of the package, see ‘Importing 1.1 into an existing 1.02 Project’ and back up your project before importing.

New Input System

InputDB designed to allow open-ended customization, especially for mobile devices. This new system enables the mobile controls and can be used to customize input without changing the core package code. See Customizing your Control Scheme for details.

Mobile Compatibility

iOS tested. Currently builds when project is set to Android, but hasn’t actually been built to a device. If you are working with Android and encounter any issues please contact us at info@dastardlybanana.com and we’ll help you work on it.

Sample iOS controls

MobileScene has example controls. Could work on any device with touch and accelerometer, but buttons currently placed for iPad. Includes sample controls for touch buttons, tilt, and drag.

New Weapon Sway

Completely new system. Better looking, sine-based motion and no longer causes errors.

New static functions and variables for player control

This allows users better control of the player’s capabilities at any point, allowing for more customization without modifying the core package code.
PlayerWeapons.canMove
PlayerWeapons.canSprint
PlayerWeapons.canLook
PlayerWeapons.canFire
PlayerWeapons.canAim
PlayerWeapons.canCrouch
PlayerWeapons.doesIdle
PlayerWeapons.CanSwitchWeapons
PlayerWeapons.HideWeapon()
PlayerWeapons.HideWeaponInstant()
PlayerWeapons.ShowWeapon()

Lean

New component allows player to lean

Interaction Capabilities

Hitting ‘Interact’ button calls Interact() function on target

Sample Pickups

Health and ammo boxes, using new Interaction capabilities

Sample Enemies

Melee and Ranged enemies. Ranged enemy uses Fire.js to shoot at player.

New Sample Weapon

Plasma Beam – this charge weapon is a beam which latches onto targets

Javascript MouseLookDB and GunLook

Replaced MouseLookDB with javascript MouseLookDBJS to prevent compilation order problems.
Replaced GunLook.cs with GunLook.js.

New Video

January 18th, 2012

FPS Constructor 1.0 Released!

December 31st, 2011

Description
The FPS Constructor is an easy to use system for making First Person Shooters. Create any weapon you could imagine, from an automatic rifle to an orbital laser, and have them working in minutes! Simple to use, but flexible enough to make the game YOU want to make. You can easily make a modern FPS game, with features like secondary weapons/attachments, bullet penetration, and aim-down-sights, but you could also make something completely different.

Features:

  • All the features of a modern shooter
  • Easy art integration
  • Limitless weapon possibilities
  • 10 example weapons
  • Environmental effects

I’ll be putting up more previews and videos in the near future, but for now you can check out the demo scene and documentation to get a sense of how the package works.

Get It Now!
Asset Store Link

Documentation
Documentation PDF

Demo
Web Player

Forum Post
Unity Forum

Version Notes
1.0 released!

1.0 Preview Video

July 15th, 2011

The 1.0 version of the FPS Constructor is nearing completion, so I started work on a demo scene and put together this video to show it off along with some of the new features. You can see the new support for flamethrowers and charge weapons along with quite a few other, smaller, features.

Charge weapons are without a doubt the most exciting new addition – even though the name ‘charge weapon’ implies a pretty narrow range of possible weapons, we’ve actually set up the system to allow just about any kind of weapon that requires you to hold down the mouse. The ‘charge’ part of the weapon only keeps track of how long you’ve been charging and handles the inputs (along with a couple of other options) – you can then access these values from elsewhere to control you’re specific effects.

We did this because we didn’t want to limit users to a small range of abilities for charge weapons, but instead leave room for creative people to make weapon types we would never have thought to support. What this all means is that between the hit-scan, projectile, and new spray/hitbox weapons, with the added charge functionality, you can make essentially anything.

For example: I’ve already made a traditional charge weapon that fires a super-powerful projectile when charged, but I also made a weapon that locks on to up to three targets and fires seeking missiles at them. I have plans for how to make cook-able hand grenades and orbital strike weapons (although I can’t promise that I’ll actually get around to making them). I’ll probably post something explaining the two already made weapons in more detail in the near future.

Finally, here’s a shot of how the scene actually looks (the compression on the video messed up the colors).

Spawn Controller Package Released!

June 4th, 2011

We here at Dastardly Banana are proud to announce that our second package is now available for sale on ActiveDen! The Spawn Controller package makes it absurdly easy to control and configure the way enemies or objects are spawned in your game. We hope you enjoy, and of course feel free to give us your feedback.

Package Link

Here’s a brief demo video showing off the basics:

Here’s the feature list from Active Den:

Features:

[*]Powerful, simple in-editor system allows you to organizes the way enemies spawn in your game and makes designing and building enemy encounters easy and painless.
[*] Highly organized system keeps your project from becoming messy, and makes editing anything a breeze
[*] Thorough and easy-to-read documentation (with tutorial) included
[*] Includes a demo scene for reference and to display example configurations
[*] Scripting not required – Work entirely in the editor, using intuitive drag-and-drop. Perfect for designers who want to design, not code – or for tweaking things on-the-fly
[*] High degree of automation – the system detects spawners as you create them, tracks the enemies you spawn and does almost all the set up itself
[*] Easily collect user data – how long did the player take to finish wave 3? How many enemies did they kill?
[*] Built-in support for scripting – the package includes scripts built for the user to edit, with hooks into every system event. Write powerful scripts without ever having to dive into the package code!
[*] Create encounters both simple and complex – customize the behavior of each spawner individually from a variety of parameters.
[*] Designed to be easy to integrate into a variety of projects
[*] Continued support through free updates

And, if you want to get idea of the full range of functionality, you can also view the full documentation.

We hope you find it helpful!

FPS Constructor .99 Status

May 20th, 2011

I’ve been getting asked pretty regularly when the next version of the FPS constructor is going to come out. Unfortunately, due to the amount of features and how tight my schedule is (with the free package not necessarily being my top priority) I do not have a release date for it. I can say that work is going to pick up on it in the near future, but there’s a lot of work left.

This is probably the last big feature update to the package, so I’m trying to make it count. Right now, here’s what I plan to put in for .99.

In no particular order (and with no guarantees);

Bullet Tracers
Optional different reload time/animation for empty weapons (add one bullet to clip)
Smooth Rotation
Damage Effects
Bullet Drop/Delay
Damage Falloff
Put away animation
jump noise
Dry Fire Sound
Hit Indicator
Idle Anim
Enter/Exit Secondary Animations
Aim sound
Some default pickups
Optional cook/charge weapons
Crosshair textures
Flamethrowers
Improved folder structure
Cloth physics interaction

Completed Features:

gun – look movement
impact effects
Improve Shell Ejection
impact sounds
walk animation
reload sounds
recoil reset
horizontal recoil
transition to new Unity 3 character motor
lower gun when crouched
raise gun when airborne
change walk animation speed based on player speed
progressive reload – fix interrupt
progressive reload – prevent negative ammo
Camera animation
Fixed movement speed bug involving combination of aiming/crouching
Changed sprint timer to be based on seconds, framerate independent
Sprint bar
Muzzle Flash Light
rotating muzzle flash

New Test Video / Road to 1.0

February 23rd, 2011

The 1.0 version of the FPS Constructor is now well into production, with the addition of more natural movement (look sway/walk animations/ etc) and better impact effects. I can’t say when the update will be out yet; I’m trying to get as much finished before heading out to GDC next week, but there’s a lot of work to be done and I’m the only one working on it right now (the rest of Dastardly Banana is working on some exciting Unity Packages that many of you have been asking about). This version is also a big enough difference from .95 that we’re looking for ways to do the import without breaking games done in .95.

So, until then, here’s a video!

Another Video (New Features)

February 16th, 2011

I’ve been working to improve the recoil on the weapons – making them return to their initial position and adding some horizontal recoil – so I made a video showing it off (along with new support for reload sounds, models, and animations). I actually got used to not having reload sounds up to this point, but now that they’re in it seems impossible that I let it go this long with silent reloading.

Video Time!

January 18th, 2011

I’ve been testing some weapon models and environmental effects, so I figured I would post some videos of what’s new. Namely; a couple new weapons and a new desert environment, intended for a super-secret future project.

The weapons are a MAS-36 (bolt-action rifle), Spas-12 (shotgun), and M79 (grenade launcher).