Description
Souls-Like Game Template with core systems of the genre to give you a jumpstart on your project.
Playable Demo - Abhorrent Souls
Made with Souls-Like Template and reskinned
Key features of the project include:
Equipment System
This is your character wielding or wearing things. That’s weapons, armor, accessories, consumables and magic by default. Weapons, consumables and magic can be cycled through, armor and accessories are very similar to each other and are passive.
Inventory System
The inventory system is related to the equipment system and they work together of course, but inventory specifically refers to the stores of provisions data-wise. It can store, save and load thousands of items. It has been set up to access inventory slots via unique internal integer IDs for efficiency.
Leveling Attribute System
Player attributes are created as components on the PlayerState so they can each have their own level up logic that has actual effects on the character or even the world.
Combat System
Core combat concepts are included like locking on, left + right standard and alternate attack, dodging, blocking, and melee weapon hit detection with framerate compensation. Also multiple damage types and resistance values for the player and other characters.
Checkpoint System
The checkpoint system includes, essentially, your classic place of rest and recovery, but also the reset system. When the player character dies, you're sent back to the last checkpoint you interacted with, and enemies are respawned without the need to change level.
Save System
This product utilizes a real time save game system. As you navigate the world, the game is saved as you perform actions. It uses a base save game object for things like player location, status, defeated enemies, etc. For inventory items, it creates separate save game objects, one for each inventory category. This can significantly reduce save time as it gets spread out through gameplay actions. And of course, you can toggle saving off as well.
Ladders, Doors and Buttons
Scalable ladders with spline-based movement.
Doors that interp to open rotation and/or location based on curve asset. Can be locked, open from other side or open with key.
Buttons to call the interact function of any actor with an interact component.
Physical Material Profiles
Physmat Interaction Component handles footstep and impact logic as well as dictates which profile a character should use. Create multiple profiles for humans, animals, monsters, etc, each with different responses to physical materials.
Basic UI
The included inventory UI is just enough to support the systems that rely on it. It comes with widgets for equipment, inventory ( scrollbar or page setup ), magic equipment, equipment attributes and player attributes, as well as enemy health popups and boss health bar.
Basic AI
The included enemy AI uses relationships - Enemy, Neutral, Friendly. They will attack enemies, can accidentally hurt neutral characters, and cannot hurt friendlies. They can pursue enemies, smoothly rotate to face them, and attack. They use weapons and you can specify their attack animations, which they select at random.
Gamepad Support
All inputs have been given both keyboard and gamepad mappings. Gamepad UI navigation uses mouse cursor.
Included formats
- versions