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Action Adventure Kit

A solid foundation for many commonly used systems like characters, items, or persistence, split into the AdventureCore framework and the AdventureHero/AdventureSouls demo projects.
Action Adventure Kit Asset Image A solid foundation for many commonly used systems like characters, items, or persistence, split into the AdventureCore framework and the AdventureHero/AdventureSouls demo projects.

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$60
Category:
TemplatesSystems
Developer:
SoftLeitner
Price:
$60
Rating:
(13 reviews)
Favorites:
237
Supported Unity Versions:
2021.3.29 or higher
Current Version:
1.8.0
Download Size:
29.17 MB
Last Update:
Jan 14, 2025
Description:
Action Adventures are a very wide, loose genre with all kinds of different games and sub-genres. There are some things that many of them have in common though. Lots of them focus on characters that perform actions. These might have items that change hands and attributes that define their capabilities.

AAK was made to provide a solid foundation for these common ideas within the genre so you can focus on what makes your game special.

As AAK goes for a broad base of functionality rather than something more specialized it generally tries to do anything in the most default, unity-built-in way possible. For example the movement in the souls demo uses the default unity character controller and the intro is done using timeline. To accommodate for the fact that more special systems may be required for movement, inventory, actions, … AAK was made from the ground up with extendability in mind.

The AdventureSouls demo project uses URP and various other parts of the modern unity ecosystem like the New Input System, Cinemachine and ProBuilder.

The AdventureHero demo project does all of the above and adds a focus on Visual Scripting. More complicated systems and actions are still done in code but wherever applicable Visual Scripting has been used allowing rapid iteration. This includes enemy behaviour, simple character actions, scene transitions, loot selection, idle animations and much more.

The AdventureCore framework includes:

* Character (Player, Enemies, …) as the central component that brings together all the other systems
* Actions (Object interaction, Attacks, Cutscenes, …) anything a character can do that might occupy it for a while
* Items (Keys, Armor, Potions, …) objects that are put into an inventory and may be equipped or used
* Attributes (Vitality, Strength, …) values that define a character's capabilities
* Resources (Health, Endurance, …) values that may be used up by an action or damaged somehow
* Effects (Poisoned, Slowed, …) 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, …
* Damage (Physical, …) damage events created from triggers or actions are passed from senders to receivers

The AdventureHero demo includes:

* Player Character with Lock-On and First Person View, Climbing, Block Pushing, Jumping, Rolling, Backflips, Presenting new Items, Various Idle Animations
* Items with Sword and Shield Gear, Bomb, Nut and Sling Equipment, Health Upgrades, Storage Upgrades, Money in different denominations, Keys
* Levels with Beach, Inland, Canyon, Temple, Tree Trunk Scene Transitions, Unlocking Doors with Keys or shootable Targets, Destructible Walls, Vines, Pots, Bushes, Boulder Trap

The AdventureSouls demo includes:

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

Integrations include SceneConnector, Ink, KinematicCharacterController
Technical Details:
AdventureCore Framework

* Character (Player, Enemies, …) as the central component that brings together all the other systems
* Actions (Object interaction, Attacks, Cutscenes, …) anything a character can do that might occupy it for a while
* Items (Keys, Armor, Potions, …) objects that are put into an inventory and may be equipped or used
* Attributes (Vitality, Strength, …) values that define a character's capabilities
* Resources (Health, Endurance, …) values that may be used up by an action or damaged somehow
* Effects (Poisoned, Slowed, …) 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, …
* Damage (Physical, …) damage events created from triggers or actions are passed from senders to receivers

AdventureHero Demo

* Player Character with Lock-On and First Person View, Climbing, Block Pushing, Jumping, Rolling, Backflips, Presenting new Items, Various Idle Animations
* Items with Sword and Shield Gear, Bomb, Nut and Sling Equipment, Health Upgrades, Storage Upgrades, Money in different denominations, Keys
* Levels with 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 with weapons with unique actions per item and equipped slot, parry, guard break, stagger behavior, reusable humanoid animations
* Enemies with passive or aggressive zombie enemies, boss with arena and attacks based on player position
* Souls mechanics with level up at bonfires but partially reset world, death drops XP and resets player to bonfire
* Objects with doors, chests, levers, destructible crates and dummies, traps that shoot spikes
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