Action Adventure Kit: A Comprehensive Framework for Unity Game Development

The Action Adventure Kit (AAK) is a comprehensive framework designed to help developers create action-adventure games in Unity. It provides a solid foundation for common systems found in the genre, such as characters, items, and persistence. The kit is split into two main components: the AdventureCore framework and the AdventureHero/AdventureSouls demo projects.

The AdventureCore framework is the central component that brings together all the other systems, including characters, actions, items, attributes, resources, effects, movement, and persistence. It is designed to be extensible and allows developers to easily add custom systems and features.

The AdventureHero demo project focuses on visual scripting and includes features like lock-on and first-person view, climbing, block pushing, jumping, rolling, and backflips. The AdventureSouls demo project uses the New Input System, Cinemachine, and ProBuilder, and includes features like sword and shield gear, bomb, nut, and sling equipment, and health upgrades.

The kit also includes an extras project that showcases a roguelike minigame called Adventure Arena and demonstrates how actions from one demo can be reused in the other.

The AAK is designed to be flexible and adaptable to different game genres and styles, making it an ideal choice for developers looking to create action-adventure games in Unity.

AdventureCore Framework:

  • Character (Player, Enemies, etc.): acts as the central component that brings together all the other systems
  • Actions (Object interaction, Attacks, Cutscenes, etc.): anything a character can do that might occupy it for a while
  • Items (Keys, Armor, Potions, etc.): objects that are put into an inventory and may be equipped or used
  • Attributes (Vitality, Strength, etc.): values that define a character's capabilities
  • Resources (Health, Endurance, etc.): values that may be used up by an action or damaged somehow
  • Effects (Poisoned, Slowed, etc.): additional behaviors that can be added to characters
  • Movement (CharacterController, NavMesh): responsible for moving the character around the world
  • Persistence: saves the state of characters, environment, save games, settings, etc.
  • Damage (Physical, etc.): damage events created from triggers or actions are passed from senders to receivers

AdventureHero Demo:

  • Player Character: lock-on and first-person view, climbing, block pushing, jumping, rolling, backflips
  • Items: sword and shield gear, bomb, nut, and sling equipment, health upgrades
  • Levels: beach, inland, canyon, temple, tree trunk scene transitions, unlocking doors with keys or shootable targets, destructible walls, vines, pots, bushes, boulder trap

AdventureSouls Demo:

  • Player Character: weapons with unique actions per item and equipped slot, parry, guard break, stagger behavior, reusable humanoid animations
  • Enemies: passive or aggressive zombie enemies, boss with arena and attacks based on player position
  • Souls mechanics: level up at bonfires but partially reset world, death drops XP and resets player to bonfire
  • Objects: doors, chests, levers, destructible crates and dummies, traps that shoot spikes

Integrations:

  • SceneConnector
  • Ink
  • KinematicCharacterController

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