Hi, I have been using Adventure Creator for a long time now, and have made many small games using just AC, with some additional bits and bobs done in Play Maker. And..
I LoVE IT!!!
Most of my games are perfect for the AC concept, conversations, item finding, crafting and general adventure puzzles.
Now I want to make something a bit more... er... violent LOL...
Now I have found another game template system, quite bad to be honest, it just happens to contain many of the features I will need. But... I HATE to start from scratch and re-learn all the general game making perfection that AC has outa the box.
Talking, player choosing, camera switching, cut scenes, save load screen... etc.
Now I know there is a pretty good connection with UFPS, which has more fighting style stuff in it, but what of other systems? How much work is it to change or add into another system?
Ideally, I would use this other system for its player controller (many more action style things included, like climbing and punching and swimming etc) weapons, Enemy AI..... use it for its inventory system, and item control, reading of notes and use of keys and locks and doors etc. BUT.. I would REALLY want to use AC for cutscenes, conversation, scene switching, camera control, save and load, in other words, The Big Stuff... but using this other system for the player stuff.
HAs anyone had any luck with this, or is it all just too tied into the AC layer system.
Ideally I would love to simply drop my "other player" into the player slots on the game tab.
Mark
Comments
Well, you can use any character controller with AC.
Really? What do you mean? I am pretty sure I have tried to drag another character prefab into the AC Player slots...
(there's a good example in the text tutorials).
One non-coding trick is to make use of the Engine: Manage systems Action, which allows you to independently disable any of AC's systems (player movement, menus, etc), so that you can replace any of them with your own.
However, there's no "standard" way to go about this - as your requirements will inevitably vary from game to game, and asset to asset.