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商品 Epic Grinding & Skating Framework - Extreme Sports Gameplay System 的媒体 1

描述

Epic Grinding & Skating System is a complete trick-focused action sports gameplay framework for Unreal Engine. Inspired by games like Sunset Overdrive, Jet Set Radio, and Tony Hawk’s Pro Skater, this system gives you all the tools you need to bring your dream action sports game to life. Including not just advanced grinding and skating locomotion but robust systems to create challenges for players and create addictive gameplay loops. The system is highly customizable with the ability to easily enable or disable advanced features to suit your own games needs.

SHOWCASE VIDEO

TRY THE DEMO

Update #2 Incoming!

This update adds a fully featured skateboarding controller to the framework. Complete with character animations and skateboard trick animations. With this update you'll be able to add skateboarding to your game right out of the box!

SKATEBOARDING UPDATE PREVIEW

This update will be released at the tail end of August and with it will come a price increase. For existing owners of the asset, the update will be free.

Advanced Skating Locomotion

  • Physics-based Rolling character realistically moves and reacts to slopes and obstacles.

  • Push-driven Movement character gains speed with each tap of the push input.

  • Pumping & Carving gain speed on ramps by holding the down input and carve ramps to maintain speed.

  • Dynamic Ground Smoothing allows the character to roll smoothly on any terrain, even on the sharp corners.

  • Multi-stance Support System allows the character to skate in multiple stances such as regular, switch, nollie and fakie.

  • Dynamic Rolling Sound Effects rolling sounds are dynamic and adjust in volume and pitch to the rolling speed.

  • Dynamic Landing Sound Effects landing sound effects are dynamic and adjust in volume the depending on your fall height.

  • Bailing & Ragdoll System checks for landing angle, velocity and fall height to determine if the character should bail.

  • Air Spin Ability character can now spin in the air after jumping or airing.

  • Guided Landing System a system that predicts where the character will land and smoothly orients them to land flush with the landing surface.

  • Vert Airing Character can now perform vert airs on quarter-pipes and ramps.

  • Airborne Ramp Tracking allows the character to follow bends in the ramp while airborne, ensuring that they land back into the transition.

  • Centrifugal Force Resistance applies a force on outward curving ramps to prevent the character from flying off.

  • Ramp Memory system remembers the last ramp orientation, allowing the character to maintain stability while airborne while no ramp is beneath them. This also allows the player to do channel gaps on vert.

  • Spine Transfers system looks for opposing ramps and interpolates the characters location to smoothly perform spine transfers.

  • Dynamic Gravity Direction allows you to perform gravity defying stunts like doing a loopty loop or wall riding.

  • Coping Grinds roll up ramps at an angle to perform grinds on the coping and fail the balance meter towards the ramp for a smooth re-entry.

  • Coping Stalls hold the down input while rolling up a ramp to stall on the coping and fail the balance meter to smoothy re-enter transition.

  • Grind Balancing Meter A balancing mode that allows the player to manually balance the character with an on-screen widget.

  • Grind Foot IK System grinds now have optional foot IK to keep the feet planted on the rail and add realism to grinds.

Advanced Trick System

  • Input Direction-based Tricks perform air tricks and grind tricks based on input direction.

  • Multi-Input Support the system allows you to do multi-input tricks. This unlocks a nearly infinite amount of trick combinations.

Advanced Combo System with UI

  • On-screen Trick Feed as the player performs tricks, the trick names will appear on screen so the player can see their combo string.

  • Animated Widget as tricks appear on screen, the trick array feed will animate to add a flashy affect to landed tricks.

  • Score Meter the longer the player grinds without bailing, the higher their score accumulates.

  • Score Multipliers every time the character spins 180 or performs certain tricks it adds to the score multiplier.

  • Live Rotation Updates as the player spins in the air, the rotation amount for each trick gets updated live in the trick feed.

  • Special Tricks create special tricks and when they are performed they appear as yellow trick names in the trick feed.

  • Obstacle Tricks create obstacle tricks which when grinded adds to the score and appears as a blue trick name in the trick feed.

Advanced Challenge Creator BP

A blueprint that allows you to easily create various challenges for the player to complete:

  • Timed Challenges set a specific time for the player to complete a given task.

  • High Score Challenges set a specific score amount the player must reach without bailing.

  • Collectable Challenges spawn objects on obstacles for the player to collect.

  • Obstacle Challenges set specific obstacles that the player must hit to complete the challenge

  • Combo Challenges require the player to hit specific obstacles in a row without touching the ground or bailing

Challenge Tracking System

A system that is built into the menu UI that tracks every attempted challenge and shows Completion Status, Challenge Location, Best Score, Best Completion Time, Challenge Description, Best Combo String.

Fast Travel System

A system built into the menu UI that allows the player to quickly travel to specific unlocked locations and levels.

Location Discovery System

A system that allows you to unlock or add new locations in the fast travel menu once the player has entered a zone. Newly discovered locations flash yellow in the menu to let the player know a new fast travel destination is available. You can also pre-add locations for the player to discover in the menu and they'll appear blurred out. This sparks curiosity in the player to go discover the location. The system is also integrated into the HUD UI and will show an on-screen prompt once a new location is discovered.

Predictive Leaning

Predictive leaning detects upcoming bends in the rail and smoothly leans the character into turns to counter momentum. The result is grinding that feels natural, authentic, and physically grounded.

Procedural Arm Animation

Velocity-driven procedural arm animation:

  • Faster grinds result in more stable arm movement

  • Slower grinds increase balancing motion

Cinematic Grind Camera System

There are not one, but two new cinematic grind camera systems:

  • Internal Grind Camera animates the camera that is attached to the character and allows you to perform cinematic orbiting shots.

  • External Grind Camera allows you to assign a camera actor to a specific rail and animate it using vectors as keyframes without using sequencer.

    Both camera systems map their animation to the length of the rail. This way the camera movement always stays synced with the character.

Quick-Turn Ability

  • Pressing Down + Jump performs a Quick-Turn, allowing the player to reverse direction mid-grind. Optional animations can be played during the turn for added style.

Advanced Rail Blueprint

A spline-based rail system that allows you to:

  • Procedurally generate rail meshes

  • Add rail legs and structural elements

  • Use rails as functional architecture

Multiple Grinding Modes

  • Constant Grinding moves the character along the rail at a fixed speed for arcade-style gameplay.

  • Dynamic Grinding simulates realistic momentum by factoring in velocity, gravity, and rail angle.

Session Marker System

Place down session markers and quickly reset from a specific location with a button press. Perfect for skill-based gameplay loops.

Full Controller Support

  • The entire framework supports gamepad input out of the box.

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