The one area that really needs improvement, in my opinion, is the weapon firing animations, when aiming and shooting while moving the camera really fast you can tell the bullets are not matching the character/weapon's movement/location.it's misaligned, hopefully, this gets improved, otherwise, thanks a lot for your hard work.
Finally, that's what bothers me most about the games at the moment, cut motion sequences, and that the body physics are animated instead of real. Looks really good!
Looks so fluid, great work. I think AI alertness could use tweaks, for instance when they're hit with an arrow first time, or grabbed. Also would be nice to see them alerted to dead bodies and going into a search mode, or if pulling a guy off a ledge, he's laying injured but not completely dead.
I included a little information about the AI controller in the description. It is already very outdated. I plan to make it from scratch, because honestly I don't remember exactly how it works because I created it a long time ago. I would definitely improve a lot, including your tips. I would also like the AI to behave more collectively.
Hey Jakub, I really appreciate your work, that’s an incredible project ! By any way, is there an option the borrow the corpse yet or is it planned ? Thank you !
It looks good. I hope to use cast to as little as possible in the blueprint and use the blueprint communication interface more to realize the interaction of blueprints.
Jakub, I've been a supporter on Patreon and have watched you for, I think a few years now on this project. I'm shocked that Unreal hasn't approached you to work for them yet. I'm glad they haven't though. When you're done with this there is going to be an over saturation of action games hitting the market. Anyone with a brain will be using this project.
Thanks a lot. At first I didn't even believe that the whole thing could go in this direction. It means that there will be such interest in my work. It would be quite an interesting experience to see one day that I had a part in some bigger production. What's also interesting is that my whole journey with this engine started about 5 years ago when I started playing 'Little Nightmares.' If it weren't for that game, I might never have gotten into game-related programming. Maybe someday I'll record a video showing my progress over the years. Until then, I have an amateur game on my drive that's shaped somewhat like LN 🙃
@@jakubw6404 Like I said man, I've been watching you for years now. You've definitely grown to be a hell of a developer. I'm proud of your progress brother. Keep on keeping on.
Really super work! But in the old version and in this version, the AI enemys can't attack us with fists and knives. It would be great if you could do that.
Quick question if you do not mind. I am working on integrating the Advanced ARPG Combat framework into this project. I am exploring the option of adding the different weapon types (sword and shield, dual wielding, ect) as overlay states or maybe the entire combat system under one overlay state. Would you recommend doing it that way? If not, what do you think would be the best option for integrating a non-native melee combat system? Thank you!
Unfortunately, I don’t know how this system works in terms of the implemented code, so it’s hard to assess whether it would be easy to implement. Generally, I would advise against adding a new enum value for ALS_OverlayStates because this variable type is practically used everywhere, which means you would have to review each blueprint file. Maybe another variable would be enough to determine whether the system is being used or not. I stored the overlays in separate AnimInstances, which are then loaded into memory the first time they are called. I don’t know how complex this system is in relation to the animation logic, so it’s hard to give specific advice. Perhaps it shouldn't be implemented as an overlay but rather in the BaseLayer, as I’ve done with my 'Melee Fight' implementations. Ideally, it should be implemented in a way that allows for easy file replacement when a new update is released.
Have you thought about making a simplified version with just basic locomotion available for purchase? That one looks very nice, but for most of the cases it can be overkill and polishing will take much time.
Hey, buddy! I've used your wall climbing system, but the blueprint of the pickaxeclimbsetup doesn't work in the new level I've created. I can't get the animation of climbing with the pickaxe. What's the problem?
This is amazing! Great work! Do you have the same system but without motion matching? I notice Motion Matching with more than 1 player causes a lot of perf hit. Let me know I will support .
AI reacts to sounds, but this does not apply to sounds, e.g. FootStep (this works for gun shots). The description contains information about the AI controller.
This is looking great… May I ask that what is “not replicated” mean, and is there any documentation shows that how to update AGLS from old version to a new one while keeping the personal development progress intact in our project? Sorry if this is a common question. Thank you so much!
Not replicated means the project cannot be used for multiplayer. Me and a friend made documentation for the project, which I'll link. I've been seeing the question you're asking a lot, so I'll try to write a section for updating the project. docs.google.com/document/d/1Yk2aZAdQhPI1vHSxhm5DqwHU4N_jeALDCZS68kIWS5I/edit?usp=sharing
@@Alex9250 WOW!! Thanks so much to you and your friend for creating and sharing this detailed documentation Alex. You guys are life saver! It will be so helpful. I feel more comfortable to get into this project now 🙌🙂
Noticed that little "sliding" of the right foot when running to that box @1:23. Just as the character comes up to the box the right foot is sliding a bit left-upwards. Is that because the player pawn is starting to interact on the cover system? Basically moving into position to ready wall cover?! And if i can say without you thinking that i'm picky and/or saying it's bad as it is 😅🙈 @1:55 it would perhaps be better if your not able to do that takedown unless the enemy is closer. Maybe add a whistle action so the enemy reacts to where it came from (Quickly look around and directly at where the sound came from. Then move closer to the ledge) I know that it's not so easy to do that type of animation action dynamically without a premade animation. But DAAMN! would it be cool if it could be done with the player reach up to grab a point on the npc like when climbing. Then pull the NPC by giving it a move action that the player motion follows until the ledge where the NPC goes ragdoll and given a small force in the back to simulate being dragged out
I'm using the Advanced AI Spawn System that was given by Epic in their project but after using the enemy they look for it but can't see it, would the player be able to fix it?
I understand you're talking about the IWALS project, right? This implementation was discussed on Discord. Generally, I think the issue is that in the AI controller, instead of using 'Begin Play,' the 'On Possess' event should be used
It generally depends on you. I didn't implement anything related to this mode. However, I have seen people introducing FPS camera for this project, so it is possible.
@@canbars7494 I don't think so. I am not currently considering this option. I also have no plans to implement anything related to the FPS camera in AGLS.
i have a question if i sub to the patreon and after couple of months decide to cancel, and in the future there is an update to this would i get the update or i would have to sub again?
I understand you're wondering if I've used motion capture somewhere, right? If that's what you meant, my answer is no. I don't have anything related to such a solution. When I need animations, I create them manually in the Cascadeur program
@@jakubw6404 It’s just that the research I did into motion matching said the only way to gather enough data to possibly create such good looking transitions would be through through motion capture, has hand keyframed animation wouldn’t have nearly the remount of variation and detail required to make something of that quality. Was just wondering if you hand keyframed the movement animations
Hello, does it include fps? I'm curious because I really like the project but I need everything in fps. If you have it subscribing right away to your patreon
WOW man this is amazing i’m getting a new pc hopefully in the next few months and have a story driven zombie game aswell as in the future a open world western and was wondering how interested you’d be in joining me for a share of the profits.
This looks rather laggy. What is the FPS? I think instead of adding new features bug fixes and performance can be improved a long with removing legacy code from ALS. AGLS really needs to be cleaned up. We want stability and performance not bloat. Half of this stealth features won't be used by a lot of followers.
@@Alex9250 by the way this guy extracting to .exe file for the get screen record,even if this empty project like here, there is no Triangles more than 100k,because everything is cube in this scene without skeletal meshes, it should be very optimized,but no his coding is very bad,not only me other people also say this in his discord channel,1.he is extracting and not getting record from Editor, 2. I guess he use good CPU and never realized how he bad coding
@@hypnorecords. I don't have a very good pc, but I have a GTX 1070 GPU and a I3 12100F CPU. On High engine settings I maintain about 60fps in the project. This number is much higher in a packaged version of the project though.
The movement is controlled by the AI controller, which is based on a 'Behavior Tree.' However, actions such as shooting, crouching, aiming, and ragdoll can be activated from C++, even though shooting is mainly based on Blueprint. This is because I used functions with override options and C++ interfaces in this case.
The one area that really needs improvement, in my opinion, is the weapon firing animations, when aiming and shooting while moving the camera really fast you can tell the bullets are not matching the character/weapon's movement/location.it's misaligned, hopefully, this gets improved, otherwise, thanks a lot for your hard work.
That's true. Whether I'll fix it, I don't know yet. There might be a simple solution, so maybe I'll come up with something
Hoy freaking crap. This is absolutely phenomenal. So happy to be supporting you.
damn this is looking amazing
Looks great. I think the AI looks much more realistic now.
Finally, that's what bothers me most about the games at the moment, cut motion sequences, and that the body physics are animated instead of real. Looks really good!
"Real" body physics is shit
Look very unrealistic
Looks so fluid, great work. I think AI alertness could use tweaks, for instance when they're hit with an arrow first time, or grabbed. Also would be nice to see them alerted to dead bodies and going into a search mode, or if pulling a guy off a ledge, he's laying injured but not completely dead.
I included a little information about the AI controller in the description. It is already very outdated. I plan to make it from scratch, because honestly I don't remember exactly how it works because I created it a long time ago. I would definitely improve a lot, including your tips. I would also like the AI to behave more collectively.
Looks just like if it's a new Splinter Cell game being developed.
Amazing work!
That's sick, I love it
Fantastic! Excellent work.
Hey Jakub, I really appreciate your work, that’s an incredible project ! By any way, is there an option the borrow the corpse yet or is it planned ? Thank you !
i love you!
I can’t wait to see the game you make with this JW
Increíble, ESTO ES UN GRAN TRABAJO.🔥🔥🔥🔥🔥🔥🔥🔥
This is amazing great work!
this is awesome, i want to create a game in ue someday
It looks good. I hope to use cast to as little as possible in the blueprint and use the blueprint communication interface more to realize the interaction of blueprints.
Great work Jakub!
Wyglada jak hitman, zajebiste❤
Awesome Budy Keep up the Good work
Jakub, I've been a supporter on Patreon and have watched you for, I think a few years now on this project. I'm shocked that Unreal hasn't approached you to work for them yet. I'm glad they haven't though. When you're done with this there is going to be an over saturation of action games hitting the market. Anyone with a brain will be using this project.
Thanks a lot. At first I didn't even believe that the whole thing could go in this direction. It means that there will be such interest in my work. It would be quite an interesting experience to see one day that I had a part in some bigger production. What's also interesting is that my whole journey with this engine started about 5 years ago when I started playing 'Little Nightmares.' If it weren't for that game, I might never have gotten into game-related programming. Maybe someday I'll record a video showing my progress over the years. Until then, I have an amateur game on my drive that's shaped somewhat like LN 🙃
Doesn’t he work for Epic? Wasn’t he on the call about the game animation sample project?
@@jakubw6404 Like I said man, I've been watching you for years now. You've definitely grown to be a hell of a developer. I'm proud of your progress brother. Keep on keeping on.
@@rebekahj8662 I don't believe so. But I could very well be wrong.
@@rebekahj8662 I've never worked at any company related to Game Dev, let alone at 'Epic Games 😅
Really super work! But in the old version and in this version, the AI enemys can't attack us with fists and knives. It would be great if you could do that.
Quick question if you do not mind. I am working on integrating the Advanced ARPG Combat framework into this project. I am exploring the option of adding the different weapon types (sword and shield, dual wielding, ect) as overlay states or maybe the entire combat system under one overlay state. Would you recommend doing it that way? If not, what do you think would be the best option for integrating a non-native melee combat system?
Thank you!
Unfortunately, I don’t know how this system works in terms of the implemented code, so it’s hard to assess whether it would be easy to implement. Generally, I would advise against adding a new enum value for ALS_OverlayStates because this variable type is practically used everywhere, which means you would have to review each blueprint file. Maybe another variable would be enough to determine whether the system is being used or not. I stored the overlays in separate AnimInstances, which are then loaded into memory the first time they are called. I don’t know how complex this system is in relation to the animation logic, so it’s hard to give specific advice. Perhaps it shouldn't be implemented as an overlay but rather in the BaseLayer, as I’ve done with my 'Melee Fight' implementations. Ideally, it should be implemented in a way that allows for easy file replacement when a new update is released.
awesome stuff
The new version demo is awesome! Would it be possible to add some parkour-style jumping, like jumping between walls?
Have you thought about making a simplified version with just basic locomotion available for purchase? That one looks very nice, but for most of the cases it can be overkill and polishing will take much time.
Hey, buddy! I've used your wall climbing system, but the blueprint of the pickaxeclimbsetup doesn't work in the new level I've created. I can't get the animation of climbing with the pickaxe. What's the problem?
This is amazing! Great work! Do you have the same system but without motion matching? I notice Motion Matching with more than 1 player causes a lot of perf hit. Let me know I will support .
Looking great! Any plans to implement sound detection, ie footsteps?
AI reacts to sounds, but this does not apply to sounds, e.g. FootStep (this works for gun shots). The description contains information about the AI controller.
This is looking great… May I ask that what is “not replicated” mean, and is there any documentation shows that how to update AGLS from old version to a new one while keeping the personal development progress intact in our project? Sorry if this is a common question. Thank you so much!
Not replicated means the project cannot be used for multiplayer. Me and a friend made documentation for the project, which I'll link. I've been seeing the question you're asking a lot, so I'll try to write a section for updating the project. docs.google.com/document/d/1Yk2aZAdQhPI1vHSxhm5DqwHU4N_jeALDCZS68kIWS5I/edit?usp=sharing
@@Alex9250 WOW!! Thanks so much to you and your friend for creating and sharing this detailed documentation Alex. You guys are life saver! It will be so helpful. I feel more comfortable to get into this project now 🙌🙂
Noticed that little "sliding" of the right foot when running to that box @1:23. Just as the character comes up to the box the right foot is sliding a bit left-upwards.
Is that because the player pawn is starting to interact on the cover system? Basically moving into position to ready wall cover?!
And if i can say without you thinking that i'm picky and/or saying it's bad as it is 😅🙈 @1:55 it would perhaps be better if your not able to do that takedown unless the enemy is closer. Maybe add a whistle action so the enemy reacts to where it came from (Quickly look around and directly at where the sound came from. Then move closer to the ledge) I know that it's not so easy to do that type of animation action dynamically without a premade animation. But DAAMN! would it be cool if it could be done with the player reach up to grab a point on the npc like when climbing. Then pull the NPC by giving it a move action that the player motion follows until the ledge where the NPC goes ragdoll and given a small force in the back to simulate being dragged out
jakub what's the first animation and the door lift? is that an assest
a glimpse into the dreams of joel miller
Has version 1.1 been released? I will be purchasing it
any plans to update your Zombie AI to Motion Matching ?
I'm using the Advanced AI Spawn System that was given by Epic in their project but after using the enemy they look for it but can't see it, would the player be able to fix it?
I understand you're talking about the IWALS project, right? This implementation was discussed on Discord. Generally, I think the issue is that in the AI controller, instead of using 'Begin Play,' the 'On Possess' event should be used
Is it possible to make FPS view?
It generally depends on you. I didn't implement anything related to this mode. However, I have seen people introducing FPS camera for this project, so it is possible.
@@jakubw6404 Thank you for your answer. Would you consider making an FPS system like COD?
@@canbars7494 I don't think so. I am not currently considering this option. I also have no plans to implement anything related to the FPS camera in AGLS.
Reminds me of TLU2 to be honest (Great work btw!)
Well it's based on uncharted movement and Naughty dog made both so there are similarities
looks perfect, but it does not work properly for any character (not only mutahumans), which are lower(like a little girl) that default manequeen
i have a question if i sub to the patreon and after couple of months decide to cancel, and in the future there is an update to this would i get the update or i would have to sub again?
Once your subscription ends you won't be able to access any benefits of it.
Would have been sick if you could play this whole game infps but animation wqs in third person
Does this kind of stuff practically require mocap in order to be feasible?
I understand you're wondering if I've used motion capture somewhere, right? If that's what you meant, my answer is no. I don't have anything related to such a solution. When I need animations, I create them manually in the Cascadeur program
@@jakubw6404 It’s just that the research I did into motion matching said the only way to gather enough data to possibly create such good looking transitions would be through through motion capture, has hand keyframed animation wouldn’t have nearly the remount of variation and detail required to make something of that quality. Was just wondering if you hand keyframed the movement animations
Hello, does it include fps? I'm curious because I really like the project but I need everything in fps. If you have it subscribing right away to your patreon
Please integrate SKG fpp system? Or tutorial
If you update pateon with all that new features i will subscribe instantly
WOW man this is amazing i’m getting a new pc hopefully in the next few months and have a story driven zombie game aswell as in the future a open world western and was wondering how interested you’d be in joining me for a share of the profits.
man why you not working for Epic Games?
Does this version have prone as well?
No. Currently not available
It works now also with mac os? Because the early versions dosent support mac os...
Sorry, but this system will probably never be supported.
hey jakub, noob here, is this system compatible with mobile by any means?
This looks rather laggy. What is the FPS? I think instead of adding new features bug fixes and performance can be improved a long with removing legacy code from ALS. AGLS really needs to be cleaned up. We want stability and performance not bloat. Half of this stealth features won't be used by a lot of followers.
Im supporting you on patreon please add shooting while on cover
I'm currently working at that 🙂
Available to buy and use?
On his patreon yes
@@jace_albers the entire cover system too?
Look. So I only pay by pix, I don't make payments in any other way, only pix
very bad optimization of coding i see fps drops in video
Maybe it's just from the recording but I've been using this project for ages and it runs just fine.
@@Alex9250 which CPU you use?
@@Alex9250 by the way this guy extracting to .exe file for the get screen record,even if this empty project like here, there is no Triangles more than 100k,because everything is cube in this scene without skeletal meshes, it should be very optimized,but no his coding is very bad,not only me other people also say this in his discord channel,1.he is extracting and not getting record from Editor, 2. I guess he use good CPU and never realized how he bad coding
@@hypnorecords. I don't have a very good pc, but I have a GTX 1070 GPU and a I3 12100F CPU. On High engine settings I maintain about 60fps in the project. This number is much higher in a packaged version of the project though.
@@Alex9250 hah your cpu better than mine, my is i7 8700k, cpu is the most important thing in unreal engine
Hello!just a question, but is easy to give my order (eg. moviment order or fire order) to AI NPC? i only work c++, no blueprint. Thanks!
The movement is controlled by the AI controller, which is based on a 'Behavior Tree.' However, actions such as shooting, crouching, aiming, and ragdoll can be activated from C++, even though shooting is mainly based on Blueprint. This is because I used functions with override options and C++ interfaces in this case.