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Thread: Tower Defense Starter Kit: Support Thread

  1. #1
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    Tower Defense Starter Kit: Support Thread

    The Tower Defense Starter Kit is a pure blueprint framework that enables quick & easy creation of Tower Defense games. The toolkit is now available in the Unreal Engine Marketplace at: https://www.unrealengine.com/marketp...se-starter-kit

    Features:

    - Top Down Camera view with panning, edge scrolling & smooth/step zoom support.
    - Seven types of Towers: MachineGun, Shockwave, Laser, Sniper, Artillery, Boost, & Mining Tower.
    - Five types of Enemy AI: Tank, Healer, Runner, Ranged, & Tower Disabler.
    - Tower Abilities: Overdrive & Repair.
    - Global Abilities: Airstrike & Tower Guardians.
    - Three types of AI Wave Generation systems, with support for endless waves & repeating wave cycles with dynamically escalating difficulties.
    - Automated resource allocation between waves provide players with the abilty to Build, Upgrade, & Sell towers.
    - Supports custom spline based multi-lane paths as well as the default nav mesh based pathing system. Sample maps included to demonstrate the working of each type of system.
    - Includes a loadout menu at level start with player driven tower selection.
    - Modular Grid Generators with drag & drop support to create grid cells for tower placement.
    - A Main menu system that supports level selection & persistent map unlocks across multiple sessions.


    Technical Details:

    - The Wave Manager allows complete customization of waves through parameters like EnemyType, NumberOfUnits, SpawnPoint, SpawnDelay, etc.
    - Data driven approach through user defined arrays enable easy customization of the Towers, Tower Abilities, & Global Abilities.
    - Variables are categorized into 'User Defined' & 'Automatically Set' to facilitate identification of customizable parameters.
    - The Enemy/Tower/Tower Guardian AI & Tower/Global Abilities are driven through modular components, thus facilitating the creation of new types of AI bots & abilities with ease.
    - The Game Mode handles initialization of all core gameplay actors from a single central location using a linear workflow design.
    - The Player Controller acts as a conduit for all low level HUD update requests, while the Game Instace & HUD classes manage high level HUD changes.
    - AI Spawn Points support precached & runtime generation of randomized spawning locations.
    - Event driven logic used predominantly over continuously ticking services for HUD updates.
    - Blueprint function library employed to easily retrieve references to core gameplay actors from all blueprints.
    - All static Tower parameters are store in a centralized Tower Data Array, thus requiring only dynamic parameters such as DPS, Range, etc to be stored in the tower actors.
    - The Tower Selection menu is populated dynamically based on information specified in the Tower Data Array, thus eliminating the need for manual HUD changes when adding/removing towers.


    Intended Platform: Windows

    Optimized for: Unreal Engine v4.15

    Gameplay demo of the v1.6.1 Tower Defense Starter Kit (Windows): https://www.dropbox.com/s/7wx5blp48k...20Demo.7z?dl=0

    Planned features for Update VII:

    - To be updated soon


    Preview Screenshots:

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    Preview Video:



    Please feel free to leave your suggestions & feedback as it will definitely be valuable in improving the product in future updates. Alternatively, you can also reach me through the support email id: rohitmohan.k@outlook.com.
    Last edited by Stormrage256; 04-07-2017 at 04:35 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  2. #2
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    Additional Resources:


    Sample Gameplay Preview:

    1. Tower Defense Starter Kit Sample Gameplay Preview - https://forums.unrealengine.com/show...l=1#post487749


    Documentation:

    1. Documentation: https://forums.unrealengine.com/show...l=1#post518554


    Concepts & Tutorials:

    1. Tower Defense Starter Kit Basics: Wave Manager - https://forums.unrealengine.com/show...l=1#post485859

    2. Tower Defense Starter Kit Basics: Tower Manager - https://forums.unrealengine.com/show...l=1#post485950

    3. Tower Defense Starter Kit Basics: Enemy AI - https://forums.unrealengine.com/show...l=1#post485985

    4. Tower Defense Starter Kit Tutorial: How to change the Grid size - https://forums.unrealengine.com/show...l=1#post486034

    5. Tower Defense Starter Kit Tutorial: How to add new levels to the Level Selection Menu - https://forums.unrealengine.com/show...l=1#post627662

    6. Tower Defense Starter Kit Tutorial: How to create new Global Abilities - https://forums.unrealengine.com/show...l=1#post640606

    7. Tower Defense Starter Kit Tutorial: How to create custom Enemy Units - https://forums.unrealengine.com/show...l=1#post643330

    8. Tower Defense Starter Kit Tutorial: How to create custom Towers - https://forums.unrealengine.com/show...l=1#post688025


    Update Logs:

    1. Update I change log: https://forums.unrealengine.com/show...l=1#post518996

    2. Update II change log: https://forums.unrealengine.com/show...l=1#post544725

    3. Update IV change log: https://forums.unrealengine.com/show...l=1#post581780

    4. Update V change log: https://forums.unrealengine.com/show...l=1#post614335

    5. Update VI change log: https://forums.unrealengine.com/show...l=1#post657026


    FAQ:

    1. I'm trying to create a new level from scratch within the toolkit & have made placed all the necessary actors in the level by looking at the sample maps. However I'm unable to get the Global Abilities working in my level. Is there any additional procedure that needs to be implemented in order to get them working on a new map?
    A: Yes, just make sure that steps mentioned in the following link are implemented: https://forums.unrealengine.com/show...l=1#post689302
    Last edited by Stormrage256; 04-04-2017 at 12:36 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  3. #3
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    The price is $29.99 not $24.99...

  4. #4
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    Quote Originally Posted by frostyshield View Post
    The price is $29.99 not $24.99...
    Hey frostyshield, could you just double check on that. I'm seeing $24.99 at my end.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  5. #5
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    Tower Defense Starter Kit Basics: Wave Manager

    The Wave Manager class in Tower Defense Starter Kit is responsible for handling creep wave spawns as well as tower point resource allocation.

    Features:

    1. Wave Generation systems

    The Wave Manager supports 3 types of wave generation systems: Unit Based Generator, Group Based Generator & Threat Based Generator. The 'WaveGeneratorType' enum variable can be used to directly choose from any of the three creep spawning systems.

    Unit Based Generator

    Provides maximum direct control over the wave spawning systems. Best suited for creating games with small waves by setting the properties of every unit on an individual basis.

    - The 'Enemy_Type' variable provides a dropdown to select from any of the 3 default enemy units.
    - The 'Delay' variable determines the spawn time of the unit relative to starting time of the active wave.
    - The 'SpawnPoint' variable can be used to choose from any of the available 'BP_EnemySpawnPoint' actors in the level.
    - The 'WaveNumber' variable specifies the unit's associated wave number.

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    Group Based Generator

    Provides good control over the wave spawning systems and easier to test different wave formations. Bots are spawned as automated groups and hence best suited for games that require large number of units in a wave, while still providing designers with the control of the unit types and the number of units in a group.

    - The 'Enemy_Type' variable provides a dropdown to select from the 3 default enemy units. A group can contain only bots of a particular enemy type.
    - The 'SpawnDelay' variable can be used to specify the time delay between spawning of each bot in a group.
    - The 'SpawnPoint' variable can be used to choose from any of the available 'BP_EnemySpawnPoint' actors in the level. All units in a group will spawn from this spawn point.
    - The 'WaveNumber' variable specifies the unit's associated wave number.
    - The 'SpawnStartingTime' variable determines the starting time for spawning the first unit in the group, relative to the starting time of the active wave.
    - The 'NumberOfUnits' variable specifies the number of units in the group.

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    Threat Based Generator

    Provides least direct control over the spawning system, but facilitates automated generation of random wave formations. Bots are spawned randomly based on the specified enemy types until the threat level of the wave reached the specified value.

    - The 'Enemy_Type' variable can be used to select all the bot types to be considered while generating the wave.
    - The 'Delay' variable can be used to specify the time delay between spawning of each bot in a group.
    - The 'WaveNumber' variable specifies the associated wave number.
    - The 'ThreatRating' variable determines the maximum threat limit of the wave. Can be used to increase the difficulty of each wave automatically.

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    2. Resource Allocation

    The Wave Manager also comes equipped with a 'Tower Allocation Data' array to manage resource allocation at the end of each creep wave. The 'WaveNumber' & 'TowerPointsAvailability' attributes specifies the amount of tower points to be given to the player before the emergence of a new wave.

    The Wave Manager also contains a boolean variable 'AllocateTowerPointsPerCreep?', that determines if tower points are to be assigned to the player at the destruction of each enemy unit by a friendly tower, while the float variable 'TowerPointsPerThreatLevel' sets the amount of tower points to be allocated per creep based on it's threat level attribute.

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    3. Wave Cycles & Endless Waves

    In order to facilitate creation of large number of waves, the 'NumberOfCycles' variable can be used to repeat the waves for a specified number of times, each cycle increasing the health of enemy units based on the active cycle number. Setting this number to zero can be used to create Endless waves.

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    4. Timed Waves

    The Wave Manager can also be used to specify if the waves are timed or need to be manually triggered by the player. The boolean variable 'TimedWaveStarts' & float variable 'WaveTimerInterval' determine this aspect of the wave system.

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    Last edited by Stormrage256; 08-18-2016 at 01:28 PM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  6. #6
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    Tower Defense Starter Kit Basics: Tower Manager

    The Tower Manager class handles spawning & destruction of towers at runtime. It also maintains & updates information about the list of towers available to the player within the level.

    The Tower Manager have a few globally exposed variables that control the core functionality of the toolkit:

    1. The variable 'TowerHeight' determines the spawn location Z offset relative to the ground location [Grid Generator] at that point.

    2. The variable 'MaxNumberOfTowerTypes' specifies the maximum number of towers that can be selected by the player from the Loadout menu.

    3. The variable 'SelectTowersAtLevelStart?' determines if the player can manually select towers at the start of a level. If this is set to false, all towers specified in the Tower Data Array will be available to the player.

    4. The variable 'TowerConstructorButtonStartingAngle' determines the starting angle [widgets allocated equidistantly along a circle] of the interactive buttons within the Tower Constructor widget. Since the Tower Constructor widget is created dynamically based on the towers/tower functions available to the player, this value gives control to the designer over how the menu is laid out. Setting this value to '90.0' ensures that the first child widget within the Tower Constructor will be aligned at the topmost part of the circle, while other child widgets are placed along regular intervals around the perimeter based on how many of these widgets need to be created.
    Last edited by Stormrage256; 08-18-2016 at 01:24 PM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  7. #7
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    Tower Defense Starter Kit Basics: Enemy AI

    The Tower Defense Starter Kit has 4 different types of enemy AI bots: Healer, Ranged, Runner & Tank. They're all derived from the parent class 'BP_EnemyAI_Parent', which houses the core logic for all types of enemy bots. These include:

    - Moving toward the Exit Point [both navmesh & spline path based].
    - Event driven HUD stats updates [if the mouse cursor is centered on the actor]
    - Handling damage receive events & 3D Health bar updates.
    - Turning to face a target.
    - Set threat rating & max health based on the active wave cycle.
    - Update calls to wave manager when the bot is destroyed.

    All creeps can do damage against the player upon reaching the Exit Point actor, irrespective of whether they can target the towers or not.

    1. Healer: The Healer bot is a slow moving support unit that uses it's AoE Heal ability to heal all creeps in range. It does not posses any offensive capabilities & hence cannot target the towers.

    2. Ranged: The Ranged bot is a slow moving offensive unit that uses ranged attacks against towers in it's range. It uses a combination of distance, angular & line trace checks to identify targets along it's path at regular intervals.

    3. Runner: The Runner bot is a fast moving unit with low health that uses it's high speed to bypass towers, especially when spawned in large numbers. It does not posses any offensive capabilities & hence cannot target the towers.

    4. Tank: The Tank bot is an extremely slow moving unit with a large pool of hit points that can withstand lots of damage. It does not posses any offensive capabilities & hence cannot target the towers.
    Last edited by Stormrage256; 08-18-2016 at 01:24 PM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  8. #8
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    Great looking toolkit! I've been waiting for something like this since UE4 launched. I'll likely purchase this in the next few days. Are you planning on making this toolkit mobile friendly?

    I also have some requests for tower types:

    Cannon/Catapult - A tower that flings projectiles in an arc to the target with splash damage
    Resource tower - A tower that provides a flow of resources when you build it.

  9. #9
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    Quote Originally Posted by tanka2d View Post
    Great looking toolkit! I've been waiting for something like this since UE4 launched. I'll likely purchase this in the next few days. Are you planning on making this toolkit mobile friendly?

    I also have some requests for tower types:

    Cannon/Catapult - A tower that flings projectiles in an arc to the target with splash damage
    Resource tower - A tower that provides a flow of resources when you build it.
    Hey tanka2d, thanks & good to see you again. I'm planning to use the first few updates to add more features that are commonly found in tower defense games. For example, the first update will focus on a tower selection menu & new towers. Later on, I'd like to add a perks menu & new creep types as well.

    I would definitely like to try out mobile support in the future, but I have not worked on mobile UE4 projects till now. As a result, it's not part of the planned updates yet, but maybe a few updates down the line, I will experiment with it & confirm that.

    As for the towers, thanks for the suggestions. The Resource tower will be added in the first update & I will try to include a catapult tower as well.

    If you have more ideas, keep em coming. I want to use this toolkit to try out ideas that don't fit well with the FPS Tower Defense Toolkit.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  10. #10
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    Tower Defense Starter Kit Tips #1: How to change the Grid size

    The default dimensions of an individual grid cell in Tower Defense Starter Kit is 400 units [both in x & y directions in the local space of the parent grid generator]. However this can be easily altered based on the requirements of the user.

    The Grid Manager actor has a user defined float variable termed 'Grid Size' exactly for this purpose. The 'Grid Size' variable can be modified to change the grid cell dimensions of all grid generators present in the level, thus saving the trouble of going to each & every grid generator to change it's properties. In order for the change to be registered across all the grid generators, open up the 'BP_GridGenerator' blueprint & recompile it. Doing so will run it's construction script once again with the updated attributes which will be reflected in all the grid generator actors in the level.

    [Please note that the towers would still retain their original dimensions as the default tower meshes are clearly only intended to be prototypes. To change their dimensions, you could just go to the tower meshes in the 'Meshes' folder and then open up the towers and change their build size according to the requirements.

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    Last edited by Stormrage256; 08-18-2016 at 01:28 PM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  11. #11
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    Quote Originally Posted by Stormrage256 View Post
    Hey frostyshield, could you just double check on that. I'm seeing $24.99 at my end.
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    Just took that now :P

    Also would this be a good system for a MOBA?, How would one go about making a "minion" so to speak with the values of a tower? so its like a movable tower?

  12. #12
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    I ended up buying this last night and I am very much enjoying it, it's very easy to customize (and I'm no programmer).

    Quick question though, is there an easy way to add boundaries for your camera movement? At the moment it seems to scroll on indefinitely. When I've done this in the past I've used invisible collision boxes as boundaries, but your setup is a little different. It looks like there might be some boundary variables in the player pawn blueprint? They don't seem to do anything though.

  13. #13
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    Quote Originally Posted by frostyshield View Post
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    Just took that now :P

    Also would this be a good system for a MOBA?, How would one go about making a "minion" so to speak with the values of a tower? so its like a movable tower?
    Epic had actually mentioned that it would be $29.99 after VAT. I'm guessing that it's specific to certain countries, but thanks for bringing that to my notice. I have updated that information in the pricing details.

    I don't think it would be the best fit if you want to create a MOBA because then you would have to implement all the multiplayer aspects yourself. Since this toolkit is not designed with multiplayer support, it would mean that you would have to change some workflow to support replication. However I would suggest looking at this forum thread: https://forums.unrealengine.com/show...or-Marketplace. From what I've seen so far, it looks like something that I would buy if I want to learn how a MOBA works.

    As for your second question, the towers aren't movable. You can however spawn them at any of the grid cells displayed in the map. Once spawned, you can choose to upgrade them or sell them. The minions on the other hand, spawn at the red markers & move toward the blue marker. You can check out this image from the first post to get a better idea: https://forums.unrealengine.com/atta...6&d=1456946470. So basically the towers keep attacking any minions that get in it's range.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  14. #14
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    Quote Originally Posted by tanka2d View Post
    I ended up buying this last night and I am very much enjoying it, it's very easy to customize (and I'm no programmer).

    Quick question though, is there an easy way to add boundaries for your camera movement? At the moment it seems to scroll on indefinitely. When I've done this in the past I've used invisible collision boxes as boundaries, but your setup is a little different. It looks like there might be some boundary variables in the player pawn blueprint? They don't seem to do anything though.
    Glad to hear that you're enjoying it tanka2d.

    I apologize for not adding a boundary for the camera movement. I will definitely add both collision based & math limit based boundaries in the first update. The boundary settings that you might have seen are for getting the edge scrolling parameters. They will auto adjust based on any resolution changes to the game.

    But in the meantime, you can add it to your level by adding a collision component within your player pawn. Then create a new object channel like saw 'PlayerPawn' & set this collision component to that type. Now add collision boxes outside the boundaries & set it's collision settings to block the 'PlayerPawn' objects.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  15. #15
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    Tower Defense Starter Kit Sample Maps Gameplay Preview:

    Sample Map #1

    This map demonstrates the use of Unreal Engine's default static nav mesh based pathfinding with the Tower Defense Starter Kit.




    Sample Map #2

    This map demonstrates the working of user defined multi lane spline based path control in the Tower Defense Starter Kit.

    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  16. #16
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    Quote Originally Posted by Stormrage256 View Post
    But in the meantime, you can add it to your level by adding a collision component within your player pawn. Then create a new object channel like saw 'PlayerPawn' & set this collision component to that type. Now add collision boxes outside the boundaries & set it's collision settings to block the 'PlayerPawn' objects.
    I'm having trouble doing this, I've done similar things before but for some reason the playerpawn continually goes over the boundary.

    Any ETA on the first update?

  17. #17
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    Quote Originally Posted by tanka2d View Post
    I'm having trouble doing this, I've done similar things before but for some reason the playerpawn continually goes over the boundary.

    Any ETA on the first update?
    I'll check it out & post the bounding box solution in a couple of hours. As for the update, if all goes well, I hope to submit it sometime before Friday next week. Hopefully, Unreal Engine v4.11 would be released before that so that I can test it out on the new version.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  18. #18
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    Quote Originally Posted by tanka2d View Post
    I'm having trouble doing this, I've done similar things before but for some reason the playerpawn continually goes over the boundary.

    Any ETA on the first update?
    Alright, figured it out. First of all, I would like to ask you to make sure that you have ticked on the 'Sweep' parameter for 'Add Local Offset' in the Player Pawn. It's one of the things that I forgot when I first worked on bounding boxes for RTS Cameras.

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    Next we would have to create a new Object channel for our blocking volume from Project Settings >> Collision >> New Object Channel. I'm going to name it BlockingVolume & set it's default response to 'Block'.

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    Now we can add blocking volumes on the 4 different sides of the map, just a bit outside all the floor meshes. Now from the details panel, change their collision properties to:
    Generate Overlap Events = False;
    Collision Presets = Custom;
    ObjectType = Blocking Volume;
    Can Ever Affect Navigation = False;

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    Next we're going to replace the root component of the player pawn from the default scene to a box collision component. I'm just going to name it Root Collision & change it's properties to:
    Enable Gravity = False;
    Generate Overlap Events = False;
    Collision Presets =Custom;
    Collision Enabled =Physics Only;
    Object Type = Pawn;
    Can Ever Affect Navigation = False;

    As for it's collision responses, we can set BlockingVolume to Block & everything else to ignore.

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    Now if you try going outside the boundaries, you player pawn should be blocked by the blocking volume. Let me know if you have any doubts about that.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  19. #19
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    Thanks! That worked a treat!

    I think the only step I was missing was the sweep.

  20. #20
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    Hi, great toolkit! It would be nice to see something like mission select system with progress save in future updates. What you think?

  21. #21
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    Quote Originally Posted by tanka2d View Post
    Thanks! That worked a treat!

    I think the only step I was missing was the sweep.
    Good to know. I wasted a lot of time when I first ran into that issue as well.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  22. #22
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    Quote Originally Posted by doc.f View Post
    Hi, great toolkit! It would be nice to see something like mission select system with progress save in future updates. What you think?
    Thanks for your feedback doc.f. Yes that could be added in the future updates. Probably not in the first update, because having mission select screen would require a main menu screen of some sort, as well as all the menu transition logic, which would considerably delay the update. But yea, it will be added in the second update.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  23. #23
    0
    I've been working on the first update for the Tower Defense Starter Kit for a while now. Apart from new features like the Tower Selection Menu, this update is mainly intended to improve the existing code based on what I've learned since the toolkit was submitted to the Marketplace team in January. A major part of this endeavor has been focused on improving the code modularity & general code standardization/optimizations in an attempt to make it easier to expand upon the base toolkit.

    Among the new features, the Tower Selection Menu at level start [optional] enables players to select from a list of towers specified by the designer. The menu system is almost completely dynamic & is created at runtime based on what the designer specifies in the new Tower Data Array for each level.

    Alongside the Tower Selection Menu, changes have been made to the in-game HUD system as well. The default version of the toolkit employs two hand made 3D widgets to handle the tower build/function UI systems. The new update will make this system entirely dynamic. Based on the towers selected by the player & the list of tower functions, the in-game HUD will be automatically created, right down to the position & function of the buttons, thus freeing designers from making unnecessary redundant changes to the HUD systems for every new tower or ability that are added on top of the existing available options. I'm currently working on optimizing this part of the update. Once that's done, the one remaining feature is to add a new mining/resource tower. Further additions if any, will depend on when Unreal Engine v4.11 gets released.

    Since this update will bring about a lot of changes to the existing system, I'm planning to release it for v4.11 only. This would ensure that anyone who wants to use features from the base version, like say the static 3D widgets, can get the v4.10 project files.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  24. #24
    0
    Hi, I will not have access to my computer until this coming Monday & hence will not be available in the forums. However I will have access to my mail. So if anyone has any queries regarding the toolkit, you can reach me at: rohitmohan.k@outlook.com
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  25. #25
    0
    v1.1 Update Dev Log #1:

    The upcoming v1.1 update for Tower Defense Starter Kit features a new dynamic Tower Selection Menu that enables players to select towers at level start. Using this new system, the designers can also specify the available towers as well as maximum number of selectable tower types for every level.

    The in-game Tower Construction/Upgrade menus have also been revamped with a new modular & dynamic data driven approach that automatically calculates & adjusts the size, position, number of child widgets, etc at runtime & thus prevents the need to make HUD changes everytime new towers are added into the project.

    Preview Video:

    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  26. #26

  27. #27
    0
    Unreal Engine Developer
    Join Date
    Apr 2015
    Posts
    133
    Quote Originally Posted by Stormrage256 View Post
    v1.1 Update Dev Log #1:

    The upcoming v1.1 update for Tower Defense Starter Kit features a new dynamic Tower Selection Menu that enables players to select towers at level start. Using this new system, the designers can also specify the available towers as well as maximum number of selectable tower types for every level.

    The in-game Tower Construction/Upgrade menus have also been revamped with a new modular & dynamic data driven approach that automatically calculates & adjusts the size, position, number of child widgets, etc at runtime & thus prevents the need to make HUD changes everytime new towers are added into the project.

    Preview Video:

    Preview looks great! Looking forward to seeing these updates. Keep up the good work!

  28. #28
    0
    Quote Originally Posted by SumFX View Post
    Great asset!
    Thanks SumFX. Will definitely be adding some cool features in the upcoming updates. If you have any suggestions, please do let me know.

    Quote Originally Posted by Reubitron View Post
    Preview looks great! Looking forward to seeing these updates. Keep up the good work!
    Thanks Reubitron. Planning to submit it sometime towards the end of this week. Have a couple of small feature requests & then 4.11 testing bits left.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  29. #29
    0
    Thanks for making and selling this amazing asset, the code is great and easy to work with, and works very well as the base for my project; a bullfrog inspired tower defense/sandbox/ micromanaging game Cant wait for the 4.11 update so I can start development on parts of the game that will need more extensive modification..

    preview of my AI build queue:
    Last edited by 2sneaky; 04-04-2016 at 10:50 PM.

  30. #30
    0
    Quote Originally Posted by 2sneaky View Post
    Thanks for making and selling this amazing asset, the code is great and easy to work with, and works very well as the base for my project; a bullfrog inspired tower defense/sandbox/ micromanaging game Cant wait for the 4.11 update so I can start development on parts of the game that will need more extensive modification..

    preview of my AI build queue:
    Thank you for the feedback, 2sneaky. Glad to hear that you're enjoying working on it. I just went through all your videos on Tower Defense games. It's really great to see what you've done, especially the lightning towers & the core effects in the first person TD game & pushing up to 1000 units in the other one. And I never anticipated the UI based tower spawns to be linked with normal RTS building constructions. And I must say that the FPS TD version looks quite good. My mind has been stuck with seeing the default toolkit template all this time and I really couldn't picture how cool it would look with some custom meshes & effects. So thanks for that & keep up the good work.

    I've finished implementing all the features for the first update, just have some testing remaining. I'm currently stuck with this stupid Code 0 download error that prevents the Unreal Engine from getting downloaded without some random manual tinkering every half an hr. Hoping to get it over with soon, but yea the update will bring a lot of new features especially on the HUD front. There's a new mining tower & improvements for Tower Spawn & Upgrade logic. Basically in a manner of speaking, everything is going to be much more dynamic & modular, which does make the code more complicated compared to the vanilla version, but suitable for projects focused on customizing & adding new features. The 4.10 version will still be available just in case people want to use the base version.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  31. #31
    0
    Thanks for the nice reply Stormrage! Glad that you like the stuff I've done with your template so far, and if you like the lightning effect I'd be happy for you to use it in the template instead of or optional with the basic laser (perhaps the electric turret attacking up to four enemies simultaneously, as an example of a semi-aoe/crossfire turret?) - it actually is your laser particle with a bit of noise added for the crackly-ness:
    https://gyazo.com/b1651b78d4713a899de60e00be904da9
    https://gyazo.com/48f22142bcd7f796790f107079602312
    As for the 1000 units, it was a lot of fun trying to push 4.11 to its limits with its performance increases to many animated actors on screen, and 1000 seems to be a barrier, the engine runs great up to 500, and decently up to 1000 as soon as it goes past 1000 the framerate drops from ~50 to ~15, at around 4500 the editor stops responding
    I plan to try making 'group' enemies(which is how a few 3D TD games for mobile seem to do it), e.g. 15+ enemy meshes all part of the same actor moving along the splinepath which handles dying of each of its sub-actors separately to reduce overhead due to the spline movement, which becomes very large above a few hundred.. Ill post a video when I do!
    If it would help you with the release of the new toolkit, I'm also happy to help test it for you if you would like, just let me know! I cant wait to see the improvements you've made

    Lastly: for another look at just how different your kit can look with different setups, heres a cartoonized celshaded version:
    https://gyazo.com/e07b8965a91265d509b5f3d6d1f0f73d
    https://gyazo.com/627954b300e2e628dc37b9bb237b46b7
    https://gyazo.com/9768a31152bb923db675d3d640aa7f40
    https://gyazo.com/c3654b88bf34e21d70ba40eaab02eea0
    Last edited by 2sneaky; 04-06-2016 at 12:11 PM.

  32. #32
    0
    Quote Originally Posted by 2sneaky View Post
    Thanks for the nice reply Stormrage! Glad that you like the stuff I've done with your template so far, and if you like the lightning effect I'd be happy for you to use it in the template instead of or optional with the basic laser (perhaps the electric turret attacking up to four enemies simultaneously, as an example of a semi-aoe/crossfire turret?) - it actually is your laser particle with a bit of noise added for the crackly-ness:
    https://gyazo.com/b1651b78d4713a899de60e00be904da9
    https://gyazo.com/48f22142bcd7f796790f107079602312
    As for the 1000 units, it was a lot of fun trying to push 4.11 to its limits with its performance increases to many animated actors on screen, and 1000 seems to be a barrier, the engine runs great up to 500, and decently up to 1000 as soon as it goes past 1000 the framerate drops from ~50 to ~15, at around 4500 the editor stops responding
    I plan to try making 'group' enemies(which is how a few 3D TD games for mobile seem to do it), e.g. 15+ enemy meshes all part of the same actor moving along the splinepath which handles dying of each of its sub-actors separately to reduce overhead due to the spline movement, which becomes very large above a few hundred.. Ill post a video when I do!
    If it would help you with the release of the new toolkit, I'm also happy to help test it for you if you would like, just let me know! I cant wait to see the improvements you've made

    Lastly: for another look at just how different your kit can look with different setups, heres a cartoonized celshaded version:
    https://gyazo.com/e07b8965a91265d509b5f3d6d1f0f73d
    https://gyazo.com/627954b300e2e628dc37b9bb237b46b7
    https://gyazo.com/9768a31152bb923db675d3d640aa7f40
    https://gyazo.com/c3654b88bf34e21d70ba40eaab02eea0
    Thanks for sharing the parameters for the lightning tower. I do want to add some lightning tower at some point, which functions similar to the Tesla towers in Defense Grid. So it will definitely come in handy.

    I wasn't aware of creep groups. I will definitely look into that while working on future updates. Also another thing that I came across in the FPS Tower Defense Toolkit thread was object pooling so that we can reuse objects instead of spawning new ones. It might be really useful when we're dealing with large numbers of machine gun towers & ranged creeps, as it can lead to a lot of projectile actors getting spawned in a very small amount of time. It's not really something that I want to implement right now, but further down the line once the toolkit has a lot of the standard features seen in Tower Defense games, it might be exciting to try out stuff like these.

    As for the new version, I just got v4.11 finally. It was a real pain going through the download process, but yea on to testing now. Hoping to submit all three toolkit updates this Monday. And the updates are quite huge, so it would definitely be great to have an outside perspective on the new version. I'll share the files with you later today.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  33. #33
    0
    Hello Stormrage256,

    Thanks for making this awesome toolkit. This is great base for my tower defense game!

    I have few questions regarding this toolkit based on that image:
    Name:  x2sfRah.jpg
Views: 1067
Size:  106.1 KB

    1. Do you plan to add logic for Grid that user won't be able to build tower in case when path would be blocked? On Image I have added simple case when user build towers(green) and tried to build tower(red) but it won't allow him to do that. Now user can build towers on each grid.

    2. In FPS Tower Defence Toolkit if user builded tower on wave path it was updated to go different path. But in my case even if I builded towers(only green not red) wave is going blue path instead of orange path and I have set dynamic path for waves. What could I do wrong?

    Kind Regards!

  34. #34
    0
    Quote Originally Posted by Abdizriel View Post
    Hello Stormrage256,

    Thanks for making this awesome toolkit. This is great base for my tower defense game!

    I have few questions regarding this toolkit based on that image:
    Name:  x2sfRah.jpg
Views: 1067
Size:  106.1 KB

    1. Do you plan to add logic for Grid that user won't be able to build tower in case when path would be blocked? On Image I have added simple case when user build towers(green) and tried to build tower(red) but it won't allow him to do that. Now user can build towers on each grid.

    2. In FPS Tower Defence Toolkit if user builded tower on wave path it was updated to go different path. But in my case even if I builded towers(only green not red) wave is going blue path instead of orange path and I have set dynamic path for waves. What could I do wrong?

    Kind Regards!
    Hi Abdizriel, thanks for your generous feedback.

    1. In the FPS Tower Defense Toolkit, the tower construction & combat mode are mutually exclusive modes. So the AI does not need to update it's path on the move because it has already been determined in the tower construction phase itself. I was checking if the path exists by first placing a holographic tower to block the path & then verify if there could be an alternate path from the spawn point to the core. However, in the Tower Defense Starter Kit, you can set up towers both prior to the wave as well as during the actual wave. As a result, spawning a holo tower to block the path is not an option since it will block the enemy AI as well. Which leaves us with two options: disable tower spawn during the wave, or use a custom pathing algorithm like A*. I can look into the first option in the next update, maybe add it as an optional feature. I will try it out in the coming weeks & let you know. As for the second option, it is something that I want to try, but it's more of a long term goal for the toolkit.

    2. To enable dynamic AI pathing, first you would have to set the 'RunTimeGeneration' parameter of recast nav mesh to 'Dynamic Modifiers only' as shown in the screenshot.

    Name:  navmeshdyn.jpg
Views: 1072
Size:  357.5 KB

    After that, set the Navigation type parameter in the Wave Manager to 'Dynamic'. With both of these options turned on, the AI dynamically alter their path once you have placed a tower in their path. However since the default box extent of the nav modifier volume component in the Towers are set to a low value, the AI units can pass in between towers. If you do not want them to pass through, you can increase the box extent of the nav modifier volume in the x & y direction as shown below:

    Name:  navmodvol.jpg
Views: 1070
Size:  275.3 KB

    As you can see, I have increased the box extent in the x & y directions from 75 to 180 [almost close to half the default grid size]. The nav modifier volume basically prevents the enemy units from passing through it. So with a high enough value, now the AI units will have to go across the outer perimeter.

    Name:  pathing.jpg
Views: 1064
Size:  300.2 KB
    Last edited by Stormrage256; 04-11-2016 at 12:33 PM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  35. #35
    0
    The v1.1 update has been submitted to the marketplace team. I will add more details about the new changes in the coming days.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  36. #36
    0
    Thank you for your support Stormrage256. It helped to fix me issue with going throught towers.

    I'll try to implement custom pathfinding algorythm and if I do something I'll let you know. But for few weeks I may not be able to do anything since I am relocating.

  37. #37
    0
    Quote Originally Posted by Abdizriel View Post
    Thank you for your support Stormrage256. It helped to fix me issue with going throught towers.

    I'll try to implement custom pathfinding algorythm and if I do something I'll let you know. But for few weeks I may not be able to do anything since I am relocating.
    Glad to hear that it's fixed.

    Awesome! Any suggestions in that regard would be really valuable to improving the toolkit. Good luck with your project.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  38. #38
    0
    Documentation (v1.1):

    BP_GameInstance:

    - Acts as a centralized hub for storage & retrieval of important information through the Level Data Array, Tower Data Array, Tower Functions Array, & Global Abilities Array.
    - Initiates high level HUD transition procedures.
    - Handles loading of levels, level unlocks & saving information regarding the same.

    BP_PlayerPawn:

    The default pawn class for the toolkit. It handles all the player inputs which include basic top down camera movement, multi layered step zoom, edge scrolling, grid cell visibility, manual wave activation, tower selection, etc.

    BP_PlayerController:

    The default player controller class for the toolkit. It manages the creation/deletion of widgets, tower point updates & the logic for identifying & displaying stats about focused actor.

    BP_GameMode:

    The default game mode for the toolkit. It contains a list of references to all the high level blueprint actors and classes. Since 'Begin Play' events are not used to prevent possible conflicting game flow scenarios at launch, most of the initialization events are called from the game mode. The Game Mode initializes all the important actors including the Tower Manager, Wave Manager & Enemy Spawn Points as well as the Game State & Player Controller.

    BP_GameState:

    The default game state class for the toolkit. Creates the Grid Data Array at level start & handles all further updates to it.

    BP_PlayerHUD:

    The default HUD class for the toolkit. Handles high level HUD state changes.

    BP_TowerManager:

    The Tower Manager class is primarily responsible for the management of towers & grid data arrays at runtime. The user defined 'Tower Data Array' & 'Tower Functions Array' serve as a central hub for specifying all necessary parameters about tower management. For more details, check out: https://forums.unrealengine.com/show...l=1#post485950

    BP_WaveManager:

    The Wave Manager class in Tower Defense Starter Kit is responsible for handling creep wave spawns as well as tower point resource allocation. It also provides optional support for setting up wave timers to give a head start to players. For more details, check out: https://forums.unrealengine.com/show...l=1#post485859

    BP_EnemyAI_Parent, BP_EnemyAI_Healer, BP_EnemyAI_Ranged, BP_EnemyAI_Runner and BP_EnemyAI_Tank:

    The default creep templates available in the toolkit. More details at: https://forums.unrealengine.com/show...l=1#post485985

    BP_Tower_Parent:

    The parent blueprint class of the towers that can be placed in the level, either through editor or during the game. It handles grid snapping of towers placed in the editor as well as damage receive events, 3D health bar updates, HUD stats updates, tower upgrade cost/stats calculations, etc. Child blueprints include BP_LaserTower, BP_ShockwaveTower, BP_MachineGunTower, BP_SniperTower, BP_BoostTower & BP_MiningTower.

    BP_BoostTower:

    The Boost Tower increases the 'Output per Cycle' of all non-boost towers within it's range.

    BP_LaserTower:

    The Laser Tower deals continuous instant hit damage to a single unit. Laser beam particle system used to display the offensive functionality.

    BP_MachineGunTower:

    The Machine Gun Tower rapidly fires low damage bullet projectiles at a single target.

    BP_SniperTower:

    The Sniper Tower is an extremely long range tower that fires a single high damage projectile at a target. Takes much longer to reload when compared to other towers.

    BP_MiningTower:

    The Mining Tower slowly generates resources over time until it's resource pool is exhausted. Tower upgrades increase the rate of harvesting as well as the resource cap.

    BP_ShockwaveTower:

    The Shockwave Tower is an AoE tower that deals damage to all units within it's range at periodic intervals.

    BP_GridGenerator:

    The Grid Generators provide a modular platform for placement of towers & supports easy drag & drop functionality in the editor. Can display grid cells that provide the designer with the visual data of the grid system. The variables 'GridCountX' and 'GridCountY' can be used to change the properties of Grid Floors from the editor view.

    BP_ExitPoint:

    Serves as the central objective of the game. Contains logic required to handle creep overlap & end game event calls.

    BP_EnemySpawnPoint:

    Creates spawning volumes for AI Bots. Also displays information about upcoming enemy wave to the player. This is one of the 5 actors that are necessary for the toolkit to work. All of these actors can be found in the 'Gameplay actors' folder. Multiple spawn points supported. The Enemy Spawn Point also handles creation of nav path splines as well as runtime updates of the spline path based on tower placement.

    BP_GridCellDetector:

    The primary function of the Grid Cell Detector is to highlight grid cells that are focused by the mouse cursor. It also displays range of selected towers as well as the Tower Constructor menu for the towers. The button positions within the Tower Constructor menu are also calculated from within the Grid Cell Detector at level start, in order to a provide dynamic & autonomous HUD setup.

    BP_KillZVolume:

    The Kill Z Volume actor acts as a safety net to destroy any actors that might possibly fall through the default plane, either due to collision or ragdoll effects. Not required within the current setup of the toolkit.

    BP_BulletProjectiles:

    The Bullet Projectile class is used by all entities that use projectile based weapons to damage enemy units. It inherits the damage value from the spawning parent.

    BPI_GridLink:

    This interface is used to get the grid data about the actor that implements it. Used by towers & grid generators.

    BPI_TowerFunctions:

    This interface is used to implement tower upgrade/sell functions as well as to handle tower points resource updates during tower construction.

    BPI_UpdateHUDStats:

    This interface is implemented by all actors that need to update the target stats menu in the HUD, when they're focused/clicked upon by the player.

    Widget_GameHUD:

    The Game HUD widget displays all necessary information about the state of the game including target stats, tower points availability, wave number, remaining health, game speed, etc.

    Widget_HealthBar:

    The Health Bar widget is used to display the health of towers & creeps at runtime.

    Widget_LoadoutMenu:

    The Loadout menu displays the list of towers selected by the player. It also enables the player to select new towers for each of the available tower slots.

    Widget_SelectionButton:

    Enables selection of new towers based on the associated button index within the Loadout & Tower Selection menus.

    Widget_TargetInformation:

    Dynamically displays stats about selected/focused actors based on their attributes.

    Widget_TowerBuildButton:

    Enables construction of towers from the Tower Constructor widget.

    Widget_TowerFunctionsButton:

    Enables use of tower functions for the selected tower from the Tower Constructor widget.

    Widget_TowerConstructor:

    Dynamically displays an interactive UI system that enables tower construction as well as use of tower functions based on the player input.

    Widget_TowerListBox:

    Widget containers that can dynamically add & remove tower buttons based on player driven decisions. Used in the Loadout & Tower Selection menus.

    Widget_TowerSelectionMenu:

    Enables tower selection at level start. Also displays information about the focused tower.

    Widget_EndGameHUD:

    Enables level restart & exit functionalities.

    Widget_Stats:

    Used to display a single stat about upcoming wave & towers/creeps.

    Widget_WaveSpawnDetails:

    Displays information about the creep units in the upcoming waves.
    Last edited by Stormrage256; 12-26-2016 at 11:08 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  39. #39
    0
    Quote Originally Posted by tanka2d View Post
    Great looking toolkit! I've been waiting for something like this since UE4 launched. I'll likely purchase this in the next few days. Are you planning on making this toolkit mobile friendly?

    I also have some requests for tower types:

    Cannon/Catapult - A tower that flings projectiles in an arc to the target with splash damage
    Resource tower - A tower that provides a flow of resources when you build it.
    Hey tanka2d, the Mining tower is now available in the new v1.1 update for the toolkit. You can set resource caps & harvest rate, both of which can be upgraded. Since there were a lot of other huge improvements to the toolkit apart from just adding support for v4.11, the catapult tower will be added in the next update.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  40. #40
    0
    Update I (v1.1) [Compatible with Unreal Engine v4.11] project files are now available in the Marketplace. Since this update brings about a lot of changes, both in terms of new features as well as the improvements over the previous v1.0 implementation, the update has been released only for Unreal Engine v4.11. This ensures that anyone who wants to keep using the v1.0 implementation can still download the v4.10 project files from the Marketplace. Listed below is a brief overview of the code changes in the update:

    - Loadout & Tower Selection menus added to enable tower selection at level start. The list of available towers in the Tower Selection menu are populated dynamically based on the information specified in the new Tower Data Array. [Preview video: https://www.youtube.com/watch?v=uqLN_pxcR5k

    - The new Tower Constructor widget enable dynamic tower construction/function in-game menus [right down to button positions] based on the towers selected by the player as well as the data specified in the Tower Data Array & Tower Functions Array. Since the tower constructor can shift between a Tower Build menu & Tower Functions menu based on the context, this ensures that no HUD changes are required when adding new towers/tower functions as long as the necessary information is specified in the aforementioned struct arrays.

    - Data driven tower spawn workflow implemented. Unlike the v1.0 implementation of setting default values within the tower blueprints, this new implementation showcases how to use data stored in struct arrays to control the attributes of the towers. By having all the data in the Tower Data Array, the Tower Manager acts as a central HUB for setting all user defined attributes for towers.

    - New towers: Mining tower. The Mining tower harvests resources at regular intervals until the resource pool gets exhausted. Both the resource cap as well as the harvest rate can be increased through tower upgrades.

    - The new modular target stats widgets can dynamically alter themselves to display relevant information about the focused/selected target based on a combination of data retrieved from struct arrays as well as the new interface functions.

    - Blueprint interfaces added to handle tower functions like upgrade/sell features & target stats display.

    - New HUD class to manage high level HUD state changes.

    - Simplified output boost implementation for the Boost Tower.

    - Added provision to set the scale [number of digits succeeding the decimal point] for target stats display in order to prevent clipping of text between widgets.

    - All Grid Data updates now handled within the Game State blueprint only.

    - Added level boundaries to prevent camera from going offscreen. [thanks to tanka2d for pointing out the issue]

    - Tower upgrades now improve the rate of fire & tower range/resource cap alongside the normal output increase.

    - Stats for all offensive towers now display Damage Per Second instead of the regular output per cycle value, thus providing more useful data to the player when interacting with towers.

    - Setter functions implemented to enable variables changes to occur only from within their parent objects.

    - Improved code standardization & optimization implemented across all classes.


    All changes within the blueprints are marked with the boolean variable 'Version1.1' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:

    Name:  v11.jpg
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    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Changes in the Content Browser:

    - New enums: EHUDState, EHUDStatsType, ETowerConstructorMenuType & ETowerFunctions.

    - Enum EEnemyType renamed to ECreepType.

    - Member name changes/additions in the enums ENavType & ETowerType.

    - 'BP_BulletProjectiles' blueprint moved to 'GameplayActors' folder.

    - 'BP_GridCellHighlighter' renamed to 'BP_GridCellDetector'.

    - New interfaces: BPI_GridLink & BPI_TowerFunctions.

    - New functions within the interface 'BPI_UpdateHUDStats'.

    - 'Struct_GridGeneratorData' renamed to 'Struct_GridCellData'.

    - 'Struct_MapGridData' renamed to 'Struct_GridData'. New member added to struct.

    - New structs: Struct_HUDStats, Struct_TowerData & Struct_TowerFunctions.

    - New tower: BP_MiningTower.

    - New default HUD class added: BP_PlayerHUD.

    - New widgets: Widget_LoadoutMenu, Widget_SelectionButton, Widget_TargetInformation, Widget_TowerBuildButton, Widget_TowerConstructor, Widget_TowerFunctionsButton, Widget_TowerListBox & Widget_TowerSelectionMenu.

    - Renamed 'WidgetBP_EnemyTypeData' to 'Widget_Stats'.

    - New static mesh: 'SM_MiningTower'.
    Last edited by Stormrage256; 04-25-2016 at 03:29 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

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