I just bought UFPS (so still very new to it) for use in some action sequences, but I still want most of the game to use a more traditional point'n'click interface, which is of course what AC does to perfection.
My plan is to have the investigation scenes using pure AC, then switch completely to UFPS for action scenes, then switch back to AC for more investigation and dialogue.
So the two systems would be completely separated in terms of gameplay, being used in different scenes.
My question is: has anyone tried this, and did it cause any issues I should be aware of?
Apart from the design challenge of making the sudden change of pace feel natural for the player ...
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The other option is to register both player prefabs (regular gameplay + UFPS) in AC, then use the Player: Switch Action at the same time as the Engine: Manage systems Action to change to UFPS mode. You'll then be able to make use of AC's menu system, saving, etc.