Lyra x GASPALS 1.1 x Mover | Unreal Engine 5.8
Hello everyone!
GASPALS 1.1 has been integrated into the Lyra project. This update is mostly about laying the groundwork for more complex gameplay going forward, with the core systems now properly in place in C++.
Here's what's new:
GASPALS Updates:
GASPALS 1.1 is now fully integrated with all camera perspectives; Third Person, First Person, Top Down and Side Scroller.
Camera Perspective Input : F
The weapon targeting system has been updated to cover all camera perspectives.
The reticle now follows the mouse cursor in Top Down and Side Scroller modes.
Top Down and Side Scroller targeting behave differently depending on whether you're using a Gamepad or Mouse.
Lyra Updates:
The Inventory System C++ has been completed with all necessary features. There is a README under the Inventory folder that explains how it works.
The Interaction System C++ has been completed. There is a README under the Interaction folder.
The Weapon Targeting system has been developed and enhanced. There is a README under the Weapons folder that covers the additions.
A note on these systems: they are completed in C++ but there aren't yet major changes in Lyra's content itself. Think of this update as the foundations being put in place. The interesting gameplay built on top of them comes next.
Additional details:
The GASPALS plugin remains fully functional inside the Lyra project and can be used as a reference for setup and integration.
Happy game dev 🫡
4nas out.
Comments (12)
So im trying to make a multiplayer concept game that has dynamic movement using the mover, motion matching, trajectory and ragdoll. I really liked the gaspals demo i downloaded earlier but just saw this and was wondering if maybe this would be a better base to build from. Here is what im shooting for: basically that gaspals demo movement with a little on top of it from my end integrated into basically a call of duty style battle royale but just 2 teams...50-200 humans vs 50-200 humans on a sizeable 2-5 mile map. Want to feature an rpg style attributes progression system and a basic mma/wrestling style melee/combat subsystem for close range fighting hand to hand or with a weapon. No need for complex financial system, just 3 options for a preset budget (player/team) to buy all weapons, items and supplies. Vehicle integration and artillery eventually too. I know...simple concept 🤣🤣🤣🤣🤣...but im willing to work at it and learn how to make it. So i guess my question is would this be a better starting point for a noob than just the gaspals movement, and does it include all the movements that gaspals does or is some hampered by lyra integration?
The Lyra project includes all of the GASPALS plugin. It doesn't include the latest update with Ragdolls but I am working on that. Lyra is quite complexe in terms of architecture but it's really great if you're willing to learn. It will teach you how to do things right and there are a lot of resources and tutorials available from the community.
I have another question: in the latest (last?) GASP update there was a Ragdoll-specific mover character and a Ragdoll level. From what I can see it uses some kind of a physics control. Have you looked at that at all?
Yes I am currently working on an update for GASPALS that includes those and much more. It will be releasing in the coming days. And Lyra's integration will follow a couple of weeks after it.
GASP and Mover were killed by EPIC. I really would like to see this integration with GASP CMC, because I don't think by Caleb's post that Mover will evolve anymore, check the post: https://x.com/clongmire42/status/2087546235896906004?s=20
I personally don't think Mover will be killed. I think it's just that GASP is considered finished with UE5. But anyways I am planning on doing a CMC integration as well 👍
you have two problems. On the controller, when I aim, I cannot turn up and down or left and right, but i can move. But when using the mouse, i dont see this problem. When in third person and when running when you try to aim it doesn't aim, the gun just stays down
With Gamepad there is a special targeting for TopDown and SideScroller. That's how it usually works with Gamepad. For the running, it's not an issue. It's just that sprinting has priority over aiming. But you can change that in inputs. I will test both and see what feels more natural. 👍
Nice stuff! Quick quesiton, is there a reason why you went with Mover instead of CMC for this integration? do you reccomend us to take the jump? I heard Mover still had some breaking bugs... maybe things changed?
I did the CMC integration a while back and then decided to focus on Mover since it's the one most of the community is struggling with. I am planning on having both CMC and Mover integrated in the upcoming update.
Great stuff. I'm reminded how bad I am at the Lyra Shooter game as I am killed before my character finishes rendering. :-D
We all are haha 😅 their Bot behavior needs some toning down. There are also some Developer Settings in the Editor Preferences to not allow the bots to shoot.
