3D Action Adventure Kit - Now Available
by Lorne McIntosh · 02/23/2009 (5:25 pm) · 106 comments

The anticipated 3D Action Adventure Kit Demo is now available for download at www.ubiqvisuals.com.
The 3D Action Adventure Kit is a great foundation for aspiring game designers to create their own adventure games. It provides all
the necessary building blocks to create adventure games such as Mario Galaxy, Shadow of the Colossus, ICO, and Zelda. The flexible
camera system will also allows the creation of 2D platforming games like Little Big Planet and fixed camera games like
God of War, Metal Gear Solid, and Devil May Cry.
* Overhauled player functionality allows players to walk, run, jump, slide, climb surfaces, climb up ledges, hang and move along ledges
* Variable walk/run speeds (with analog), and variable jump length
* New camera system including an intelligent follow camera, manual orbit camera, constrained axis camera, and a path follow camera
* Camera-relative player controls
* New character model with 26 unique animations
* 44 new player sound effects
* Complete Demo Level with over 80 .dif models
* Full tutorials and documentation covering character animation, level design, sound engineering, and camera implementation.
The goal of the 3D Action Adventure kit is to assist in the education of game design by providing the tools necessary allowing
learners to grow through hands-on learning and prototyping. Game design is a complex skill requiring hours of creation and
experimentation. This tool provides the framework necessary to start the hands-on learning immediately.
Thank you to everyone in the Garage Games Community for providing us feedback during the development of this kit. We look forward to seeing what everyone can do with it!
About the author
Ubiq Visuals is a software and creative content developer for the entertainment industry. Our vision is to provide inspiration and the tools for soon-to-be game designers and creative minds of all ages.
#102
Lorne. follow the path laid out by GG and every other major vendor and all the problems are solved.
03/01/2009 (6:53 am)
you guys stop it with all of these overly complicated ideas.Lorne. follow the path laid out by GG and every other major vendor and all the problems are solved.
#103
03/04/2009 (12:41 pm)
so have they decided what they want to do yet or are they just going to keep the price as it stands. which will means its basically goign to be for commercial game makers only. i don't think a hobbyist is goign to want to pay $500 just to have fun with it i rather go on a vacation if i was them with that money.
#104
So, I agree with James above when he says "follow the path laid out by GG." Ubiq Visuals is free to charge what they want for what I sincerely believe is their high-quality work, but it just doesn't make sense to me to buy an add-on that is much more expensive than the engine itself.
03/05/2009 (6:37 pm)
I'm not sure what Ubiq Visuals has decided at this point, since the price is still the same on their site, but I agree with what many people have said on this thread. The Action Adventure kit looks great, and it would be very useful for the action adventure game that I've been working on for a few months now. However, the kit is too expensive for me as it stands and would be much more affordable if it were priced in the same way as TGE, TGEA, and popular add-ons like Arcane FX. That would mean a less expensive indie license of around $100 and an upgradeable commercial license of around $1500 if the game's revenue exceeds $250,000.So, I agree with James above when he says "follow the path laid out by GG." Ubiq Visuals is free to charge what they want for what I sincerely believe is their high-quality work, but it just doesn't make sense to me to buy an add-on that is much more expensive than the engine itself.
#105
www.garagegames.com/community/forums/viewthread/82424
03/06/2009 (12:12 pm)
Hey guys, They are trying to pull a PR switchup, Trying to post this as if this thread never occured.www.garagegames.com/community/forums/viewthread/82424
#106
Read the Date on the thread before stirring up peoples fishbowls. that thread was started over a month before this blog was.
03/06/2009 (1:20 pm)
@ EdwardRead the Date on the thread before stirring up peoples fishbowls. that thread was started over a month before this blog was.

Torque Owner JakeT
Magellan Interactive LLC
http://hbswk.hbs.edu/archive/2884.html - this was an HBS article that came out after the dot-com bust which articulates what I’ve been thinking as I’ve been reading the threads on Torque 3D pricing and 3DAAK: "Especially if you have high fixed costs, use pricing to generate incremental revenue from your segmented customer base. Strive for "first-class," "business-class," and "economy" pricing, the way the airlines do."
GarageGames, as a partner that has sold through its own store numerous versions of its engine, add-ons, games, should be able to provide you with expected purchase volume at various price points so you can estimate your demand curve. From that you could implement segmented pricing to maximize profit along the curve. One suggestion:
Hobbyist – economy priced (maybe $100?) that gets a large volume of people (students, hobbyists, studios looking to prototype a new action adventure game concept) using the pack, contributing improvements, providing feedback and expanding a customer base for future products. Perhaps they only receive script access and have to upgrade to an indie license to publish a game with it. You get more people using your product, but little dilution of your brand and the value you’re delivering.
Indie – priced somewhere between your two other products and $500 - for the serious studio developing commercial games earning less than 250K (or a certain threshold for the game developed with 3DAAK. They get source code access, but cannot redistribute art assets. So they don’t build their own version of this (by piecing together advanced camera resources and lots of hacking) because they can’t afford the 5K+ price tag.
Commercial – maintain the 5K pricing for studios earning 250K+ plus 500 per developer seat (or 10K unlimited studio use) and add something to the bundle like X hours of premium support (which also has the benefit of introducing your team and services to the higher end studios/publishers), a 3-hours virtual training session (done over skype/webex or something), include full publishing rights, unrestricted use of the art assets, etc.
Also, get GG to carry it in their store - not sure why they weren’t able to work with you to make this happen. From what I have gathered, as a company you are aiming to deliver very high quality add-ons to Torque - the demo was great. Best of luck to you guys and I look forward to your next project!