Adventure Game Locomotion System v2.0.0 Packaged DEMO (Windows)
DOWNLOAD AGLS v2.0 PACKAGED DEMO
To change level - press '0' to open Levels Menu
Enable simplified FPS counter - press 'H'
Adventure Game Locomotion System (AGLS) v2.0 is an extensive framework designed to provide a solid foundation for creating full-fledged single-player third-person games. The project's content was inspired by game series such as Uncharted and The Last of Us, while also introducing many unique mechanics of its own.
Some of the main gameplay systems and features included in the project are:
Dynamic Ledge Climbing
Motion Matching-based Crawling & Cover System
Rope Swinging with custom Cable Simulation
Advanced Weapon System with an extensive library of animations
Environmental Interactions, including looting, opening furniture and containers, and squeezing through narrow space
Companion AI capable of performing Traversal actions, Ledge Climbing, hiding from enemies, interact with Player, and executing Stealth Finishers
Advanced Human Characters with a highly extensive AI Controller based on StateTree
Zombie System featuring an AI Controller, blood effects, dismemberment, crawling, and Deformer Graph visual effects
AGLS is a project that relies heavily on C++, with approximately 190 unique .h files. However, knowledge of C++ is not required to work with the project, as many important modifications can still be made entirely through Blueprints.
The project also contains approximately 2,700 Animation Sequence assets.
Due to the overall complexity and scale of the system, it is important to keep in mind that the number of potential bugs may increase. Nevertheless, I make every effort to identify and eliminate such issues, and whenever bugs are discovered, I provide updated files with the necessary fixes.By default, not all animations are included in the project files; however, having them is not essential for the project to function correctly.
Comments (29)
Hey Jakub, love your content. I was wondering if it is allowed to use parts of AGLS for commercial projects? For example rope swinging, etc. Also, if one unsubscribes from Patreon, can he keep the project files and license? Thanks, J.
Hi. The issues you're asking about are described in licence terms. The link to the file is in the attachments below this post.
Hi Jakub. Can you please inform when an update of AGLS for 5.8 will be ready?
Hi. AGLS v2.0 for UE5.8 has been available for about two weeks now. https://www.patreon.com/JakubW/posts/ue-5-7-5-8-v2-0-170625540?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
How can i implement AGLS into story framework, i want the mission system and menu n stuff and also the crafting and inventory system, also the fixing stuff from story framework. is there any way to integrate these 2?
Hi. Unfortunately, I can't be of much help with this particular issue. I’ve never used the 'Story Framework' content, so I don’t know what the tool is based on. However, keep in mind that AGLS is a separate project that using custom plugins, tools and also features not enabled by default in standard projects. If the Story Framework is content that can be imported into an existing project, then I think you should integrate SF into AGLS, rather than the other way around.
Hi I was wondering if you can add automatic target lock for controller
Hey Jakub, For the new version of AGLS where you’re switching to the UE5 Fortnite mannequin and Mover, will you be moving HumanAI or creating a new version of HumanAI for those mannequins and Mover too?
Hi. I understand that your question is about the future project I’m planning to start working on. If I were to use GASP as the core right now, I would most likely work with a Character based on Mover. I don’t have extensive knowledge of that system yet, but I think I would be able to get comfortable with it relatively quickly. The bigger challenge could be replication, assuming I decide to keep multiplayer support. I don’t think directly transferring HumanAI would make much sense in terms of the Character-related elements. The AI Controller itself could be a different story, though, because I think that system could potentially be integrated with a Character based on Mover. That said, none of these decisions have been finalized yet. It’s also possible that the first versions of the new project may not include any AI-related features at all. It’s hard to predict, as I’m not really focusing on that yet at this stage.
Hi Jakub. Glad to see you and this project succeeding. :) I know you're super busy, so no pressure, but I was wondering what the status on documentation for this project is? It has most of the features I need, but I need to extensively modify the code. Some kind of map of where each feature is coded in the project sure would be helpful. X'D Even just color coding or something would be tremendously helpful. I disabled what I thought was the entire stair stepping code and... no change, no clue what system i disabled. X'D X'D
Hi. As for the availability of full documentation, that is still not fully decided. At the moment, I don’t think such a document would be available any sooner than in about 3-4 weeks. I consider full documentation to mean a proper technical description of the project’s content, and with a project of this scale, covering all of the important information takes time. Before working on the documentation, I was also planning to record a series of tutorials covering the most important parts of the project and showing how certain changes can be made. I’m also wondering whether, in your case, the Blueprint code or the C++ code is more important. I’m not sure whether creating a complete description of the C++ side would even be able to do. For that, I would probably need a few more people helping me. You also mentioned that you wanted to make some changes related to stairs. I’m not sure if I understood you correctly, but the special movement behavior on stairs can be easily disabled in: MovementParamsControl_Player->CalculateSimpleOnStairsValue
Hi jakubw, I wanted to ask specifically about the automatic traversal behavior planned for future versions after Adventure Game Locomotion System V2.0.0. For example, on PC, if the player is holding Space while moving toward an obstacle, are you planning for the system to automatically choose the appropriate action—such as jumping, vaulting, mantling, or climbing—depending on the obstacle and context? I’m interested in whether traversal will become more seamless and context-aware, with fewer separate inputs needed from the player. Also, are you planning to bring in more of the newer GASP-style animation improvements while keeping the existing AGLS gameplay systems intact? Thanks!
Hi. From your message, I understood that your questions mainly relate to the future project I may work on after AGLS v2.0. I think the mechanics you mentioned depend heavily on personal preference, and support for them should ideally be considered from the very beginning when designing a given system. Features such as automatically determining which Traversal action should be performed strongly remind me of games like Assassin’s Creed. The issue is that games of this type usually rely on dedicated navigation data that is either generated or manually placed throughout the levels. So far, AGLS has not used this kind of approach. Actions such as Mantling, Predictable Jumps, Vaulting, and Ledge Holding are determined dynamically at runtime by analyzing the surrounding collision geometry. There are no predefined positions for these types of actions. Which approach someone prefers depends heavily on their own preferences and on the overall structure of the game they intend to build. I don’t really plan to create a system where, for example, the player simply holds Space and the parkour actions are automatically selected and executed one after another. What I would be more interested in is integrating everything through a main Traversal component, which would determine which action or sequence should be preferred in a given situation. I’ll try to explain this a bit more clearly. Currently, many of the parkour related components in AGLS operate independently and have relatively few dependencies between them. This can result in different functions testing the surrounding geometry separately, for example: - ClimbingLedge -> FindingLedgeForHold() - LadderClimb -> FindingLadderInstance - TraversalAction -> FindTraversalPoints() and so on. These functions run in the background, and whichever one returns a valid result first begins its sequence. This is not the most optimal approach, and it can also lead to conflicts between systems. A better solution would be to create one main function responsible for analyzing the area around the player and determining which actions are available, then passing the resulting data to the appropriate components. As for the animation side of things, it is still too early for me to say much. At the moment, I’m still focusing exclusively on the AGLS project.
Hello again Jakub. Could you please say why you made AGLS 2.0 for ue 5.7? I thought that you fixed 5.8 version and AGLS 2.0 would be compatible with it. Is it possible to upgrade it to 5.8 by default?
Regarding UE5.8, I did run into some issues with that version. I mentioned this in the post containing the project files. I will definitely prepare the files for UE5.8, though I just need a bit of time to do it.
AGLS 2.0.0 demo: Bow/Arrow bug: when you shoot the 4x arrow, it stops after 2 arrows. While still have arrows available, it does not shoot anymore. Switching to another weapon reset, and you can shoot more arrows. It seems that the condition to shoot has a problem. Also picking 1 arrow reset.
Hi. I checked your comments regarding potential bugs, but in my opinion, the bow's behavior was correct. Perhaps I didn't fully understand the issue you're referring to. If possible, could you demonstrate it in a video? In my tests, if the player has 4 arrows, holding the aim button and then click shot button then arrow starts move. If the player doesn't release aiming, the next arrow is loaded, but firing it requires pressing the left mouse button again.
impressive, I am happy to support you
Hi Jakub. As always thank you for sharing your work! So AGLS 2.0 is your final major update for this project or maybe something else is planned for it? And can you please provide a list of features that you have done in this update? P.s. so much hope to see updated beam swinging in this list 😅🙏
Hi. I think that, in terms of major changes, v2.0 will be the final version. There will definitely still be some smaller file updates, mainly focused on fixing potential bugs and possibly refining certain mechanics. I’ll also provide a list of the main changes. As for Beam Swinging, yes, I did try to improve that mechanic a bit. The main changes there are related to animation blending. For that purpose, I used a solution based on Blend Stack. Interestingly, that was originally the only part I intended to improve, but in the end the Climbing System went through a major overhaul, including a completely new additional solver for dynamic ledge detection. It took me a huge amount of time to complete, so I hope these changes will be an improvement overall 😅.
i cant imagine how hard it was to try and finish the last parts of the game in such a tight schedule. you are truly a legend and i believe at least from a personal stand point if anyone uses your asset for their games they gotta stick your name in big bold latters in the credit, cant wait to try it out brother!
Update* just came back from testing some of the new stuff love everything i have seen cant wait for the assets to drop you have done amazing work Jakub thank you for your service
Regarding the project files: I have the v2.0 files ready, but I still need to prepare the description for the new version as a Patreon post. I should be able to get that done by the end of the day on September 26th 🙂. Best regards.
ah alr, love the project, sad to not see the crawling mechanic where you can lay on your back, would have been one of my fav things to the update
you are a Legend!
FINALY, when project files
project files??
Regarding the project files. I have the v2.0 files ready, but I still need to prepare the description for the new version as a Patreon post. I should be able to get that done by the end of the day on September 26th 🙂
Thank you for the crazy amount of hard work you do!!
