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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Action Adventure Kit v1.9.5
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Description
Demos | Manual | Forum | Discord
Getting Started | Visual Scripting
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.
Also included in AAK is an extras project which uses assest from both demos. It contains a roguelike minigame called Adventure Arena and scenes that demonstrated how actions from one demo may be reused in the other.
Technical details
AdventureCore Framework
Character (Player, Enemies, …)
act 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 characters 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
Lock-On and First Person View
Climbing, Block Pushing
Jumping, Rolling, Backflips
Presenting new Items
Various Idle Animations
Items
Sword and Shield Gear
Bomb, Nut and Sling Equipment
Health Upgrades(Heart Shard/Essence)
Storage Upgrades(PebblePouch, NutBag)
Money in different denominations
Keys
Levels
Beach, Inland, Canyon, Temple
Tree Trunk Scene Transitions
Unlocking Dorrs 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(left, right)
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




