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All the things you can re-use in your own project
Here, the developer might be primarily interested in the player's movement system.
You can change layer components and character settings while keeping the base unchanged. After all, some projects require jumping/crouching, while others require only walking and running.
Aim offsets were created manually; they can also be changed/adjusted if necessary, or you can see how to implement an identical system in your project.
It also demonstrates a simple interaction with an object - opening and closing an unlocked door.
Character actions available in tutor room:
Look around;
Walk/run;
Jump;
Crouch;
Interaction with object.
Here you can learn useful mechanics such as:
Interaction with objects (primary/secondary);
Basic interactions with objects (light on/off);
Flashlight mechanics;
Two different ball mechanics - one can be picked up and, for example, thrown into a hoop, the other can be kicked manually or with the interaction button;
Simple weapon mechanics (pistol);
Key-based door opening/closing mechanics;
Minigame mechanics with scoring (football, basketball);
Some of these things can become the basis of your gameplay, and some can be a nice addition or "Easter egg" for players.
Moreover, some items can easily become "scalable." For example, if you only have a pistol, you can add a submachine gun—change the mesh, collision, rate of fire, and hand position as needed.
Here, demonstrating certain features from a distance comes to the fore. For example, demonstrating aimoffset, sounds, or AI tracking of the player.
Tracking itself can be used in quest games – the AI can spot the player in its field of view and look in their direction until it loses sight of them. This is also useful when chasing the player.
Moreover, it demonstrates a system in which the bot, if it cannot find a way around, goes through the door. This allows us to understand how bots can use interaction system too.
Sounds can also be reused to add variety and create a pleasant atmosphere.
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