Version 1.2.0 released!
This project is a simple but robust game prototype.
It's not just a FPS example, you will find a lot of reusable features, and you can see them in action.
I put a lot of effort in the documentation too, both in technical readme and code comments, so you should be able to figure out how this game works very quickly!
The core features:
- Enhanced First Person Controller: you can control the player in almost all the ways you do in a good FPS.
- Inventory: ammo counters and picked-up weapons are managed by a specific inventory script.
- Event-driven HUD: not a lot of informations on the screen, but the things you see are managed in a nice and clean fashion.
- Custom Input Manager: you can create custom action keys and you can bind physical keys to them at runtime too!
- Save and Load: a nice system that serializes persistent data and saves it in XML format.
- Custom Update System: updatable MonoBehaviours rely on update in managed code only, avoiding the native-managed bridge of classic update - this lets you to do cool things with time too!
- Prefab Pooling System: enhanced memory management through gameobjects reuse.
- Console: a customized version of 'DevConsole' asset by Cobo Antonio. Special thanks to him for his permission to include it in my asset (see readme for more info).
- Reusable code: with few changes, you can use almost any script independently: the robust messaging system helps to keep the code decoupled.
Test this stuff in this game project that includes:
- 2 Game Scenes ( + main menu and test scenes );
- 3 Weapons;
- 3 Types of pick-up objects;
- Simple AI.
version 1.2.0 Readme:
readme_1.2.0.txt
version 1.1.0 Readme:
readme_1.1.0.txt
version 1.0.0 Readme (base):
readme.txt
WIP topic:
[WIP] doomtrinity's FPS Prototype
Support topic:
[RELEASED] doomtrinity's FPS Prototype