Quest Map and Navigation System

Buy this system now on the Unreal Engine 4 Marketplace here!
Buy this system now on Gumroad here!
Buy this system now on itch.io here!

INTRODUCTION

*Hey there!

UPDATE: The Quest Map and Navigation System will be released on the marketplace on April 20th, 2016!

So here it is, my second marketplace submission! After making the Survival Game Template I decided I wanted to make something a bit more simple. Sadly, this didn’t turn out to be as easy as though (it never is) and a LOT of pretty stupid vector maths was involved, but it’s done now. So hopefully it finds a nice home in your library!

Please note that a proper trailer will be coming soon, but for now there is a demo video.*

DETAILS

Targetted Price: $24.99
Release Date: April 20th, 2016

This blueprint powered system is an incredibly easy to install, use and customize system that allows designers to **quickly **set up a UMG backed system of maps and navigation widgets to assist the player in navigating the game world.

Features:

  • An interactive world map that shows all world locations that the player has previously discovered. Locations can be given their own unique icon, coloring, and can be fast traveled to, with controls in place to limit the players ability to travel to/from specific locations.
  • The map can be zoomed in and out of and panned to enable easier exploration for the player
  • Dynamic local map system that automatically detects when the player enters a new world location and updates based on information placed in a world location actor. Can be used to show the players movement through the location in real time
  • Player driven custom waypoint system that allows a player to place a waypoint on the world map by clicking which will show up on the HUD to indicate where they should head. Could easily be used for quest waypoints and similar
  • On screen compass, showing directions (North, South, East, West) as well as the custom waypoint location

All easily configurable to include new/different artwork, extended functionality, and so on. All blueprints are set out in easy-to-read and **logical **manners to encourage learning and expansion.

Included map icon images made by Scott de Jonge from www.flaticon.com.

This asset is intended primarily for desktop development and has been tested on Windows. It is based on version 4.10 of the Unreal Engine and will be updated to run with future versions.

SCREENSHOTS
Click on the thumbnails for the full screenshot (opens in new tab).

http://www.dapperraptor.xyz/Resources/QMaNS/Thumbnails/Thumb_QuestMapAndNavigationSystem_01a.png http://www.dapperraptor.xyz/Resources/QMaNS/Thumbnails/Thumb_QuestMapAndNavigationSystem_02a.png
http://www.dapperraptor.xyz/Resources/QMaNS/Thumbnails/Thumb_QuestMapAndNavigationSystem_01.png http://www.dapperraptor.xyz/Resources/QMaNS/Thumbnails/Thumb_QuestMapAndNavigationSystem_02.png http://www.dapperraptor.xyz/Resources/QMaNS/Thumbnails/Thumb_QuestMapAndNavigationSystem_03.png
http://www.dapperraptor.xyz/Resources/QMaNS/Thumbnails/Thumb_QuestMapAndNavigationSystem_04.png http://www.dapperraptor.xyz/Resources/QMaNS/Thumbnails/Thumb_QuestMapAndNavigationSystem_05.png http://www.dapperraptor.xyz/Resources/QMaNS/Thumbnails/Thumb_QuestMapAndNavigationSystem_06.png

VIDEOS

Demonstration Video:

Release Trailer:

Integration Tutorial:

LINKS

My YouTube Channel
Dapper Raptor Website

Awesome stuff, it looks really well done and easy to customize :D.

Going to pick this up are you going to do a sale on this one like you did for the survival game template?

Cheers man :slight_smile: That is what I was going for haha XD

Hey! Glad you are on board :slight_smile: There won’t really be an early purchase price for this one as, unlike the survival template, this doesn’t require a huge amount of rigorous testing outside of it’s usual use. That template has a lot more complex systems in it than the map system (which -did- have a hell of a lot of complicated vector maths go into it - but I can verify that works a lot easier than checking how all the systems of the template interact with each other). I’m confident that you will be happy with your purchase at the price point selected though! Some more interesting demo footage will be coming out soon (ish) to whet your appetite as well that will hopefully win you over if you are on the fence XD

Price point is perfectly fine. I didn’t really communicate that the way I intended. I meant release somewhere else if market takes too long. Got your pm though and all is good can’t wait to grab it.

Let me see if I understand this. This is an In-game Quest Building System running in UE4 real-time? If So, I’m sold!

Hey there. So it’s not quite a quest system as much as a series of navigation tools geared towards questing. So, for instance, you might make a quest in your game that is “go to x and kill y”. You could hook that up so that your player saw an on screen and on map way point to x, as well as a marker on their compass and such. You could, also, use this system in a game completely void of any actual quests.

Thanks for clarifying. Network support?

Everything here is done client side so there’s no real network support needed really. You could easily add a second marker to represent other players, replicate the way point location, and so on if desired, etc. Was there a specific use in multi-player you had in mind?

So if two players are in the Level Map and Player #1 places a custom waypoint, will that be replicated to Player #2 and displayed in both Player HUDs? If not, this sort of network support I have mind.

It’s not at the moment, but that should be pretty simple to set up. I’ll take a look at it later today and add it in =)

hey man
sorry, just a silly question but do you think that this can be developed to give us like a 3d/fake 3d map , like this ? http://prntscr.com/ae6loi

Hmm currently, no I don’t think so. But I reckon I can make something like that very easily. Gimme a few days and I’ll let you know =)

Original post was just updated with release information, screenshots, and new trailer. This system will be released on April 20th.

To the queries I didn’t address… apologies… life got away from me a bit. In answer to them both…

Division styled map: The current system cannot achieve this. However, you could take definitely some of the logic used and make something and it would save you a lot of time, as a lot of the maths involved in these sorts of maps is quite annoyingly difficult to get right. I may attempt this in the future but no plans at this stage.

Multiplayer support for waypoint replication: This is a very trivial thing to add. I haven’t had a chance to add it just yet, and my focus now for this particular asset is covering basic documentation. However I will add in support for this in a future update (it’s a pretty simple thing to add in if you are so inclined to do so yourself!).

And we are live! The system is now available for purchase on the UE4 marketplace here! Keep an eye on this topic for detailed documentation and youtube tutorials in the near future!

For anyone with this, or any other Dapper Raptor asset, who might want to seek some real-time support, or give input on possible feature expansion, we have officially opened a Discord channel for this. Discord is a chat system that allows for very easy chat in groups both in text and voice (kind of like Skype, but much sleeker and easier to get going). You can join the Dapper Raptor discord server here.

I just put up a video on YouTube demonstrating this system in use in Epic’s own “Elven Ruins” level, included in the “Grasslands” Infinity Blade asset pack.

Looks promising!

Finally got some documentation going. Here is a tutorial on how to set up the map system in your own world. It covers more or less everything you need to know, from how to use your own images for maps, to how to set up world locations, to how to manipulate the various settings in the system.

Just letting you guys know that I’ve done some testing under the stable 4.12 build and it appears that no further work is required to get the 4.11 version of the Quest Map and Navigation System working as intended under 4.12. Obviously I’ll let you know if this changes, but as of now I’ve notified Epic and they should update the project files accordingly - you can do it yourself by just opening the project in 4.12 instead of 4.11. As always - I recommend you backup your 4.11 project and/or open a separate copy under 4.12 just in case :slight_smile: