User Tag List

Page 1 of 3 123 LastLast
Results 1 to 40 of 111

Thread: FPS Tower Defense Toolkit

  1. #1
    0

    FPS Tower Defense Toolkit

    The FPS Tower Defense Toolkit is a pure blueprint framework that enables quick & easy creation of Tower Defense games from a first person shooter perspective.

    Marketplace Product Page: https://www.unrealengine.com/marketplace/fps-tower-defense-toolkit

    Listed below are the main features included within this toolkit:

    - Basic FPS Movement & Combat.
    - Seven types of Towers: Tower Base, Shockwave Tower, Machine Gun Tower, Laser Tower, Sniper Tower, Boost Tower & Trap.
    - Three types of Enemy AI: Core Bomber, Melee Bot & Ranged Bot.
    - Three types of AI Wave Generation systems, with support for endless waves & repeating wave cycles with dynamically escalating difficulties.
    - A Focus Fire system that enables the player to request towers to focus fire on a designated target.
    - Automated resource allocation between waves provide players with the abilty to Build, Upgrade, & Sell towers.
    - A Mission Stats system that provides the player with the damage & kill stats information at the end of a level.
    - Spline driven navigational paths display optimal enemy AI routes from the spawn points to the Power Core.
    - 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. The Grid Generators support grid snapping & 360 degree rotational freedom, thus facilitating placement of towers & traps on inclined surfaces & walls.


    Technical Details:

    - The Wave Manager allows complete customization of waves through parameters like EnemyType, NumberOfUnits, SpawnPoint, SpawnDelay, etc.
    - Variables are categorized into 'User Defined' & 'Automatically Set' to facilitate identification of customizable parameters.
    - The Enemy AI is driven by a combination of modular components, thus facilitating the creation of new types of AI bots with ease.
    - The Creep AI Manager keeps track of all potential targets for the creeps, thus freeing them to focus directly on the targets.
    - 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 within 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: Desktop

    Tested on: Windows

    Optimized for: Unreal Engine 4.15/4.16 [Features added in newer versions of Unreal Engine may not be available in the older versions. Check out 'Updates' section below to see the features that are available in different versions.]


    Gameplay demo of the v2.1 FPS Tower Defense Toolkit (Windows): https://www.dropbox.com/s/a4myd6m1ocqkojc/FPS%20Tower%20Defense%20Toolkit%20Sample%20Game%20Demo.7z?dl=0


    Planned features for Update XII:
    - To be listed soon


    Preview Video:




    Documentation: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=349197&viewfull=1#post349197

    v1.1 Update [v4.8, v4.9]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=359862&viewfull=1#post359862

    v1.2 Update [v4.9]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=383618&viewfull=1#post383618

    v1.3 Update [v4.9]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=394143&viewfull=1#post394143

    v1.4 Update [v4.9, v4.10]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=424377&viewfull=1#post424377

    v1.5 Update [v4.9, v4.10]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=445592&viewfull=1#post445592

    v1.6 Update [v4.11]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=520426&viewfull=1#post520426

    v1.7 Update [v4.12]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=558103&viewfull=1#post558103

    v1.8 Update [v4.12]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=605025&viewfull=1#post605025

    v1.9 Update [v4.13]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=615195&viewfull=1#post615195

    v2.0 Update [v4.14]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=650880&viewfull=1#post650880

    v2.1 Update [v4.15]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=672762&viewfull=1#post672762

    v2.2 Update [v4.16]: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=726035&viewfull=1#post726035


    FPS Tower Defense Toolkit Basics:

    1. Wave Manager: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=349206&viewfull=1#post349206

    2. Tower Manager: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=459468&viewfull=1#post459468

    3. Enemy AI: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=459967&viewfull=1#post459967

    4. Enemy Spawn Point: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=497283&viewfull=1#post497283

    5. Holographic Tower Constructor (v2.1): https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=697503&viewfull=1#post697503


    FAQ:

    1. Is there a way to change the Grid Size? If so, what is the procedure for doing it?
    A: Yes, the Grid Size can be changed from one central location, so that it affects all the grid generators in the level. For more details on how to accomplish it, check out: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=439776&viewfull=1#post439776

    2. I noticed that the towers in the toolkit require a tower base to place them in the level. Does the toolkit support placement of towers directly on the grid floors? If not, what would be the easiest way to implement it in my project?
    A: The toolkit does not support placement of Towers on the grid generators by default. However you can follow this tutorial to achieve the same result: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=640992&viewfull=1#post640992

    3. I noticed that the toolkit supports tower upgrades that increase the attack power of the towers. However I also want to change the mesh of the tower when it's upgraded? How could I add this feature into the existing Tower Upgrade function?
    A: This can be accomplished by making small changes to the default Upgrade Tower functionality. For more details about the implementation, check out: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=455034&viewfull=1#post455034
    Last edited by Stormrage256; 06-23-2017 at 11:29 PM.

  2. #2
    0
    Documentation (v1.6):

    BP_FPSTDCharacter:

    The default player character class for the toolkit. The main purpose of this blueprint is to handle the player inputs. Based on the inputs and current state of the game, this blueprint calls other classes to handle different aspects of the game such as tower spawn/upgrades, HUD Transitions etc. Apart from these, it also has executes the logic behind movement, combat, damage, switching between tower build and combat modes etc.

    BP_FPSTDController:

    The default player controller class for the toolkit. It initializes the Game HUD & updates the Tower Points/Tower Bases data in the HUD.

    BP_FPSTDGameMode:

    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 scenarios, most of the initialization events are called from the game mode. The Game Mode initializes the 'BP_TowerSpawnHandler', 'BP_EnemySpawnPoint' and 'BP_GameDirector'. Also contains function to update the Gameplay Mode. The Game Mode class also handles player respawns.

    BP_FPSTDHUD:

    The default HUD Class for the toolkit. Draws a crosshair on the screen.

    BP_BasePlayerTeamCharacter:

    Parent character class for units in the player team. Holds no game logic at the moment. Reserved for testing friendly bots in future updates.

    BP_GridGenerator:

    Parent class of Grid Generators. Only contains default variables.

    BP_FPSTDGameState:

    Creates Grid Data structures at level start and handles some initialization events.

    BP_FPSTDPlayerState:

    Used to store backup player data in between death and respawn events.

    BP_EnemyAI_Parent:

    Parent class of enemy bots. Contains basic enemy functionalities and common variables.

    BP_EnemyAI_CoreBomber, BP_EnemyAI_Melee and BP_EnemyAI_Ranged:

    Different types of enemy bots:
    - The CoreBomber can withstand high amounts of damage, but is extremely slow and possess no threat detection. However, once it gets in melee range of the Power Core, it self destructs to deal high damage.
    - The Melee Bot has low damage, medium health and medium speed. It has basic threat detection, which enables it to pursue and attack units within it's vision range.
    - The Ranged Bot has low damage, low health and high speed. It's advanced threat detection enables it to pursue and attack units within the vision range, as well as to identify aggressive targets outside it's direct vision range.

    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_PlanarGridGenerator:

    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_PowerCore:

    Serves as the central objective of the game. Contains logic required to handle damage and end game scenarios. 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.

    BP_TowerSpawnManager:

    The Tower Spawn Manager handles the following logic: Spawn/Destroy Holographic and Actual Towers/Tower Bases, Tower Upgrades and Updates Grid Data Structures. The user can specify the grid tile size and the individual tower costs from the editor using the following public variables: 'GridSize' & 'TowerDataArray'. This is one of the 5 actors that are necessary for the toolkit to work. The Tower Spawn Manager also takes care of dynamic nav path validation when spawning tower bases.

    BP_WaveManager:

    Handles the enemy spawns in each wave as well as Tower Allocation before each wave, both of which can be easily modified from editor using the following public variables: 'EnemyWaveDataStructArray' and 'TowerAllocationData'. It also contains some logic required to handle end game checks. This is one of the 5 actors that are necessary for the toolkit to work.

    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 handle tower points resource updates during tower construction/destruction events.

    BPI_GenericHUDUpdates:

    This interface is used to display/update core health stats if the active HUD implements it.

    BP_TowerActual_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 updating grid data structures at level start. Child blueprints include BP_AttackTowerActual_Parent for the tower and BP_TowerBaseActual for the tower bases. The tower blueprints derived from BP_AttackTowerActual_Parent are: BP_CylinderTowerActual, BP_PyramidTowerActual, BP_SphereTowerActual, BP_SniperTowerActual and BP_BoostTowerActual.

    BP_TowerBlocker_Parent:

    Used to prevent placements of towers in individual grid cells. Can be used to place environment art assets. Also contains the code to handle grid snapping.

    BP_TowerHolo_Parent:

    The parent blueprint class of the holographic towers that can be placed in the level during the game. Contains a range sphere to display the tower range to the player. Child blueprints include BP_CylinderTowerHolo, BP_PyramidTowerHolo, BP_SphereTowerHolo, BP_BoostTowerHolo, BP_FloorTrapHolo, BP_SniperTowerHolo and BP_TowerBaseHolo.

    BP_BulletProjectiles:

    Basic projectile actor.

    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.

    Widget_CombatHUD and Widget_TowerBuildHUD:

    These two widgets contain the logic required to display all the HUD data like Health, Ammo, Target Health, Tower Upgrade Info, Tower Points etc.

    WidgetBP_GameOverHUD:

    This widget handles the end game scenarios. The player can opt to restart the level or quit the game.

    WidgetBP_EnemyTypeData and WidgetBP_WaveSpawnDetails:

    Used by the Enemy Spawn Point actor to display details about the next wave of enemies.

    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_TowerButton:

    Used as child widgets in Tower List Boxes.

    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.
    Attached Images Attached Images  
    Last edited by Stormrage256; 04-27-2016 at 03:55 AM.

  3. #3
    0
    FPS Tower Defense Toolkit Basics: Wave Manager

    The Wave Manager is one of the core gameplay actor in the FPS Tower Defense Toolkit & is primarily responsible for wave generation & tower resource allocation to the player.

    The Wave Manager supports 3 types of wave spawning systems: Unit Based Generator, Group Based Generator & Threat Based Generator. This can be set through the 'WaveGeneratorType' variable based on the requirements for the project.

    The Wave Data Array stores the necessary parameters for spawning waves & is equipped to be used in conjunction with all three types of Wave Generators. Each element in the array determines the properties of a single wave. The WaveNumber attribute defines the wave number associated with the element while the CreepSpawnData holds the variables that are used for the wave generation.

    Listed below are the CreepSpawnData parameters usage for all three wave generators: [Note: Based on the wave generation requirements, the unnecessary parameters from the Wave Data Array can be removed by removing the same from the 'Struct_CreepSpawnData'.]

    1. Unit Based Wave 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.

    - 'CreepClass' defines the class to be spawned by the Wave Manager.
    - 'SpawnPoint' determines the Enemy Spawn Point at which the creep is to be spawned.
    - 'SpawnStartingTime' determine the time [relative to the current wave starting time] at which the creep is to be spawned

    2. Group Based Wave 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.

    - 'CreepClass' defines the class of the creep group to be spawned by the Wave Manager.
    - 'SpawnPoint' determines the Enemy Spawn Point at which the creep group is to be spawned.
    - 'SpawnStartingTime' determine the time [relative to the current wave starting time] at which the creep group is to be spawned
    - 'NumberOfUnits' define the number of individual units to be spawned as part of the group.
    - 'SpawnInterval' determines the delay between the spawning of individual units in a group.

    3. Threat Based Wave 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 reaches the specified maximum threat value.
    [The spawn starts at time 0, choosing randomly from any of the Enemy Spawn Points in the level. As a result, these two parameters are not required for this type of wave generation.]

    - 'SpawnInterval' determines the delay between the spawning of creeps.
    - 'MaxThreatRating' defines the maximum threat rating of the wave. Creeps are spawned based on their individual threat ratings until the total threat rating of the spawned units reach this value [or closest possible value less than it].
    - 'CreepClasses' defines the types of creeps that can be spawned in this wave.


    Name:  wm.png
Views: 797
Size:  539.6 KB


    Wave Cycles: 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.


    Wave CountDown Timers: The variable 'TimedWaveStarts?' determines if the interval between waves have a time limit or not. Nevertheless, the player can choose to manually start the wave in both scenarios. The variable 'WaveTimerInterval' defines the interval between waves if the Timed Wave Starts are enabled.


    The Resource Allocation Data is a user defined array that controls the amount of tower resources to be distributed to the player prior to the starting of a new wave. Each element in the array corresponds to the resources allocated [both Tower Bases & Tower Points] during a single wave. [Note: In case the Resource Allocation Data array length do not match the number of waves specified in the Wave Data Array, it will automatically update it's size to match the total number of waves using default values for the Tower Bases & Tower Points to be allocated to the player]

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    For details about the implementation in the older versions of the toolkit, check out the following link:

    FPS Tower Defense Toolkit v4.11 Basics: Wave Spawning Systems - https://unrealpossibilities.blogspot.in/2015/12/fps-tower-defense-toolkit-wave-spawning.html
    Last edited by Stormrage256; 09-17-2016 at 05:29 AM.

  4. #4
    0
    Hi Stormrage256,
    killer asset pack

    I just wanted to let you know that I've given your product a shout out here: https://forums.unrealengine.com/showthread.php?72871-Tower-Defence-template-required-in-editor-at-New-Project-tab-templates

    Just in case you would like to answer jump in on the conversation.

    P.S. I'll also update my post on that thread to include your thread here
    Regards,
    Benjamin D. Smith

    Founder & CEO | Binary Sword Pty Ltd
    Currently working on: ODIN Tracker (UE4 Plugin)

  5. #5
    0
    Quote Originally Posted by benjamin.smith View Post
    Hi Stormrage256,
    killer asset pack

    I just wanted to let you know that I've given your product a shout out here: https://forums.unrealengine.com/showthread.php?72871-Tower-Defence-template-required-in-editor-at-New-Project-tab-templates

    Just in case you would like to answer jump in on the conversation.

    P.S. I'll also update my post on that thread to include your thread here
    Thanks a lot for the shout out @benjamin.smith

  6. #6
    0
    I'll be checking this one out for sure! It seems like a lot of work has been put into this toolkit. It looks very well organized, and there is a lot of stuff here that should be very useful even to developers who intend to make games in other genres than tower defense.
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

  7. #7
    0
    Quote Originally Posted by Monokkel View Post
    I'll be checking this one out for sure! It seems like a lot of work has been put into this toolkit. It looks very well organized, and there is a lot of stuff here that should be very useful even to developers who intend to make games in other genres than tower defense.
    Thanks Monokkel. I would really like to hear your feedback and suggestions for any future updates for the toolkit. I've tried to keep things as modular as possible, but to be honest, studying your toolkit has really helped in making some better choices in that regard as I've been working on this alone with no outside feedback. Still there are a few features that I would like to add in the future versions, that couldn't make it into the launch product.. And yes, as you mentioned, apart from the tower spawning parts of the toolkit, most of the other stuff like wave handling, Enemy/Turret AI, UI elements can find use in a wide variety of genres.

  8. #8
    0
    Thanks for this! It should be fun experimenting with it. Replacing towers with custom assets seems easy enough. I'm curious as how to add additional attack animations for the enemies.

  9. #9
    0
    Quote Originally Posted by Gugenheimer View Post
    Thanks for this! It should be fun experimenting with it. Replacing towers with custom assets seems easy enough. I'm curious as how to add additional attack animations for the enemies.
    Hi Gugenheimer, I'm glad to hear that you're finding it easy to use. More towers will be added in the the next update. I'm not good at creating animations and hence couldn't provide anything besides the basic mannequin animations with the toolkit. However I will be linking tutorials in this thread in the coming days for adding custom characters and animations to the toolkit.

  10. #10
    0
    Quote Originally Posted by Gugenheimer View Post
    Thanks for this! It should be fun experimenting with it. Replacing towers with custom assets seems easy enough. I'm curious as how to add additional attack animations for the enemies.
    I've created a basic tutorial going through the process of adding custom attack animation for the Enemy Melee Bot. It's mainly intended to show where to call the animations from, so that users can get started with animations.



    Later on, if you would like to try out more realistic animations and collision based damage systems, I have linked two tutorials for the same created by Epic:

    https://www.youtube.com/watch?v=C16vlfe3pXc
    https://www.youtube.com/watch?v=uOy0B3Tb7dk
    Last edited by Stormrage256; 09-17-2016 at 05:30 AM.

  11. #11
    0
    FPS Tower Defense Toolkit Update 1 (v1.1) Preview: Support for multiple Enemy Spawn Points coming in the next update. [See attachments]

    EDIT: The Laser Tower Logic has been changed to have them deal continuous damage over time as well as fast switching between enemies when the active target goes beyond range or gets destroyed.
    Attached Images Attached Images   
    Last edited by Stormrage256; 09-29-2016 at 01:16 AM.

  12. #12
    0
    Hey Stormrage256

    I can convert it to third person game mode?


    - luny

  13. #13
    0
    Quote Originally Posted by lunyBunny View Post
    Hey Stormrage256

    I can convert it to third person game mode?


    - luny
    Hey Iuny, it's not available by default in the toolkit, but you could convert it easily by yourself. For example, here is something that I just quickly made by simply swapping the first person mesh with the third person mesh [moved to attachment], along with some camera angle changes:

    If there's enough demand for third person view, I'll probably add it in one of the future updates.
    Attached Images Attached Images  
    Last edited by Stormrage256; 09-29-2016 at 01:17 AM.

  14. #14
    0
    Infiltrator
    Join Date
    Sep 2014
    Posts
    15
    Hey Stormrage256,

    First of all, thanks for creating this toolkit! I bought it last night and see a lot of potential in this toolkit. I'm glad to see that you're adding multiple spawns in the next update, and you have new creep types coming (flying creeps please!)

    Adding to your discussion on adding a third person character, to me it looks like it wouldn't be too difficult to convert this to a traditional top-down tower defense game. Most of the work would be in creating a new character blueprint. Different game modes such as first person, third person, top down, etc. Would add a ridiculous amount of value to this toolkit. Just a suggestion!

    Keep up the good work! I'm interested to see what I can do with this toolkit.

  15. #15
    0
    Quote Originally Posted by tanka2d View Post
    Hey Stormrage256,

    First of all, thanks for creating this toolkit! I bought it last night and see a lot of potential in this toolkit. I'm glad to see that you're adding multiple spawns in the next update, and you have new creep types coming (flying creeps please!)

    Adding to your discussion on adding a third person character, to me it looks like it wouldn't be too difficult to convert this to a traditional top-down tower defense game. Most of the work would be in creating a new character blueprint. Different game modes such as first person, third person, top down, etc. Would add a ridiculous amount of value to this toolkit. Just a suggestion!

    Keep up the good work! I'm interested to see what I can do with this toolkit.
    Thanks for your feedback, tanka2d. If I don't stumble into any major bug, the next update which contains the multiple spawn points will be submitted this Monday to Epic. It will also include an improved version of the Laser Tower as well as a new Sniper Tower, better code standardization and some minor bug fixes. I will post a more detailed post on the update here once it's gone through some more testing.

    As for the flying creeps, I'm really excited about adding them as well. It won't make it in the first update, because I have to do some more research. But it will definitely make it into one of the future updates.

    And yes, you're absolutely right about the third person and top down versions. I'm going to add the third person version after the second update, but just wanted to get an idea on how to structure them without making the toolkit feel bloated. Also normal top down tower defense games are a lot less complicated can this, so lot of the code base will be unnecessary. Let me know if you have any ideas/suggestions for that.
    Last edited by Stormrage256; 10-03-2015 at 12:46 AM.

  16. #16
    0
    Thanks for the tutorial on adding attack animations. I was able to replace the default melee bot with a different mesh and skeleton. Now I'm curious if I would be bale to duplicate the default melee bot, and assign the duplicate a different mesh.

    I looked at the enemy types "red, yellow, orange" but not sure how those types tie into enemy BPs.

  17. #17
    0
    Quote Originally Posted by Gugenheimer View Post
    Thanks for the tutorial on adding attack animations. I was able to replace the default melee bot with a different mesh and skeleton. Now I'm curious if I would be bale to duplicate the default melee bot, and assign the duplicate a different mesh.

    I looked at the enemy types "red, yellow, orange" but not sure how those types tie into enemy BPs.
    Well, thanks for pointing out that confusion. While most of these make sense to me since I've been developing it, it might not make sense to others. So I've edited the enum 'EEnemyType' to something everyone can understand. The update should be submitted sometime tomorrow. For now, Red refers to the AI Bot that fires laser at you. It's the most aggressive of all of them, being faster, having a longer threat detection radius and the ability to find out if it's being attacked by the player. Yellow bot does not attack the player, but explodes near core to deal high damage. The orange bot focuses on doing melee damage, but can detect the player only when close.

    In order to duplicate the default melee bot, you would have to duplicate the blueprint 'BP_EnemyAI_Melee'. Then open it, go to it's viewport tab and replace it's skeletal mesh and animation blueprint, if necessary.

  18. #18
    0
    Update 1 (v1.1) now available on the Marketplace. Here are the major list of changes:

    - The toolkit now supports multiple enemy spawn points as well as optimal enemy AI path display for the same.

    - New Sniper Tower added. HUD elements updated to include the new tower.

    - Laser Tower functionality changed to deal continuous damage to enemy bots.

    - AI Director class changed to Game Director class and now handles respawn logic and navigational path display logic apart from it's default functionality.

    - Custom KillZ Volume added to support player respawn logic.

    - Code optimization; Minor bug fixes; Blueprint names renamed to avoid confusion and improve readability.
    Last edited by Stormrage256; 09-17-2016 at 05:27 AM.

  19. #19
    0
    Quote Originally Posted by Gugenheimer View Post
    Thanks for the tutorial on adding attack animations. I was able to replace the default melee bot with a different mesh and skeleton. Now I'm curious if I would be bale to duplicate the default melee bot, and assign the duplicate a different mesh.

    I looked at the enemy types "red, yellow, orange" but not sure how those types tie into enemy BPs.
    The new update is available on the marketplace now. I've renamed the enemy type and tower types names as well as some of the blueprint names to avoid confusion in the future. Thanks for your feedback man.

  20. #20
    0
    Hi, Stormrage256

    I can to use your toolkit in a hilly terrain with entrances to caves, cliffs and canyons?
    I realized it uses a approach like a grid in the ground like a chessboard. There are a more free way for spawning the towers in a very hilly terrain?

    And what is the difference between the "Tower Defense FPS Toolkit" and UDK's "Dungeon Defense"?


    ~luny

  21. #21
    0
    Quote Originally Posted by lunyBunny View Post
    Hi, Stormrage256

    I can to use your toolkit in a hilly terrain with entrances to caves, cliffs and canyons?
    I realized it uses a approach like a grid in the ground like a chessboard. There are a more free way for spawning the towers in a very hilly terrain?

    And what is the difference between the "Tower Defense FPS Toolkit" and UDK's "Dungeon Defense"?


    ~luny
    Hey IunyBunny, as you already noticed the toolkit now works using a grid system that's created using the Grid Floors that you place in the level. So the default functionality is limited to flat surfaces, though I'm trying to extend it to inclined surfaces as well in the upcoming updates. The Grid floors are currently used because they allow for easy prototyping for potential customers. You can changes the size of the grid cells, the length and width of grid floors, etc making them easy to setup different types of level design scenarios with it.

    That being said, placing towers on hilly terrains is not possible with the default settings in the current version of the toolkit, but it's definitely on my list of things to do in future updates. However if you'd like to try it out on your own, it's entirely possible with some small customizations to the toolkit. Instead of using the grid floors to generate the grid system, you could get the landscape actor bounds locations along with it's center locations to create a custom grid system of your own. Then you do the line trace to the landscape instead of the grid floor, use it to get the status of targeted grid cell using your custom grid system and place the tower based on the height of the trace hit. All the remaining code can remain the same. Just need to swap the usage of grid floors with landscapes. Of course you'd have to make the tower bases taller in order to ensure that part of it lies below the landscape even if the terrain is highly uneven. That's how I would do it.

    Just checked out Dungeon Defense and I don't think there's any difference except for that fact it has a top down perspective, while this toolkit is focused on first person perspective.
    Last edited by Stormrage256; 08-21-2015 at 02:37 AM.

  22. #22
    0
    Samaritan
    Join Date
    Jul 2015
    Posts
    79
    hi stormrage,
    just wonder if the towers can be placed but on the left + right side walls ? similar to what you have here http://cdn.akamai.steamstatic.com/steam/apps/102600/ss_331796e12ca00dcbe85b209c4c07353692e0c2e3.600x338.jpg?t=1424371288 ?

  23. #23
    0
    Quote Originally Posted by duyth View Post
    hi stormrage,
    just wonder if the towers can be placed but on the left + right side walls ? similar to what you have here http://cdn.akamai.steamstatic.com/steam/apps/102600/ss_331796e12ca00dcbe85b209c4c07353692e0c2e3.600x338.jpg?t=1424371288 ?
    Hi duyth, those are traps right? There is no support for that right now, but Floor traps will be added in the upcoming update, scheduled for next week. As for the wall traps, I have plans to add it before the end of this month.
    Last edited by Stormrage256; 09-15-2015 at 07:14 AM.

  24. #24
    0
    Update 2 (v1.2) now available on the Marketplace. Here are the major list of changes:

    - Floor Traps: The Floor Traps deal damage to all units passing through them. The traps can be upgraded to deal more damage.

    - Boost Tower: The Boost Towers increase the damage output of all nearby offensive towers by a certain fraction of their original damage output.

    - The toolkit now supports auto-scaling of Grid Floors based on the 'Grid Size' variable in Tower Spawn Handler class.

    - Updated to v4.9 of Unreal Engine.

    - Code optimization and Minor bug fixes.
    Last edited by Stormrage256; 09-17-2016 at 05:27 AM.

  25. #25
    0
    Update 2 just went live today. I will put up the planned features for the next update soon.

  26. #26
    0
    Alright the next update will have some cool new features which greatly improves the scope of the toolkit. First of all, new and improved Grid Generators that can be rotated full 360 degrees in any direction, to create towers and traps on inclined floors, walls etc. As of now, the Grid Generators are fully functional. I'm working on integrating the tower placement logic into these.

    Apart from that there are plans to include a third person shooter mode as well as wall traps.

  27. #27
    0
    Keep up the great work! Seriously love this package! Cant wait for Update 3!

  28. #28
    0
    Quote Originally Posted by Zortalas View Post
    Keep up the great work! Seriously love this package! Cant wait for Update 3!
    Thank you @Zortalas. Really glad to hear that.

    As for the details regarding the next update, the tower placement logic has now been modified to support the new rotational freedom for Grid Generators. They work best till inclined surfaces of up to 30 degrees because I wanted to keep the towers stand straight even if the surface itself was inclined. The traps, on the other hand can be placed on inclined floors, walls, roofs or any other possible angle that you could think of. So if anyone wants the towers to also function like traps, it can be done easily by copying the spawn rotation code of one to the other. Here are some preview screenshots [moved to attachments] for tower placement on inclined floors as well as the new wall traps:
    Attached Images Attached Images   
    Last edited by Stormrage256; 09-29-2016 at 01:17 AM.

  29. #29
    0
    Luminary
    Join Date
    Oct 2014
    Posts
    1,867
    Oooooo ... so many cool ideas ... so many cool templates ... so little time to make all the cool ideas using the cool templates.

    Dammit ... does anyone have a cloning machine? 8-{

    Awesome release man ... will definitely be acquiring this puppy ... I have a bit of a hybrid idea that will leverage this kit quite nicely.
    Quinton Delpeche
    Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

  30. #30
    0
    Quote Originally Posted by qdelpeche View Post
    Oooooo ... so many cool ideas ... so many cool templates ... so little time to make all the cool ideas using the cool templates.

    Dammit ... does anyone have a cloning machine? 8-{

    Awesome release man ... will definitely be acquiring this puppy ... I have a bit of a hybrid idea that will leverage this kit quite nicely.
    Thanks man. The only popular FPS Tower Defense games out there are the Sanctum games, which are quite good. But it's basically kind of an unexplored genre even now. So I'm looking forward to see people come up with some cool games in this genre.
    Last edited by Stormrage256; 12-16-2015 at 11:50 AM.

  31. #31
    0
    Third Person mode preview screenshot [Moved to attachment view]:
    Attached Images Attached Images  
    Last edited by Stormrage256; 09-29-2016 at 01:18 AM.

  32. #32
    0
    Update 3 (v1.3) now available on the Marketplace. Here are the major list of changes:

    - The new Grid Generator class can create grid structures in any angular direction in a 3D space. This allows complete 360 degree rotation freedom, thus vastly increasing the scope of level design over the previous versions of the toolkit.

    - Towers and Tower Bases can now leverage the new Grid Generators to allow placement on both normal and inclined surfaces. [Default logic works best up to an inclination of 30 degrees; but can be easily extended to work at any angle]

    - Traps have been completely integrated into the new Grid Generation system to allow dynamic placements based on the angle of the underlying grid surface. This upgrade facilitates placement of traps on walls, ceilings and other inclined surfaces.

    - A limited Third Person Camera mode has been added to the toolkit with all the default functionalities along with a new and more accurate aiming system for both FPS/TPS modes. Strafing animations for the Third Person mode are not included within the toolkit.

    - Other changes include optimizations for the Tower Spawn & Grid Snapping systems.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Documentation for the same at: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=349197&viewfull=1#post349197
    Last edited by Stormrage256; 12-08-2015 at 12:32 AM.

  33. #33
    0
    Infiltrator
    Join Date
    Apr 2015
    Posts
    10
    I bought this with intentions to use in 4.8 but the map and blueprints no longer seem to be compatible. Is there any way to get a working 4.8 version? On the purchase page it says its 4.8 compatible which is false.

  34. #34
    0
    Quote Originally Posted by killian22 View Post
    I bought this with intentions to use in 4.8 but the map and blueprints no longer seem to be compatible. Is there any way to get a working 4.8 version? On the purchase page it says its 4.8 compatible which is false.
    Hi killian22, I've sent this information to the Marketplace team to see how best to handle this situation. I had assumed that there would be an old v4.8 copy in their servers [based on the download file size, which is twice the size of the actual toolkit], but it seems that either that's not the case, or that some files might have gotten replaced in the server. I will get back to you as soon as I get a reply from the Marketplace team. Thanks for bringing this to my notice.

    For now, if you require the project files immediately, you could message me your invoice number. I'll have it verified with Epic and send you the v4.8 project files. However I'd like to point out that the v4.8 files will not have the new features that were added in the newer version updates.
    Last edited by Stormrage256; 10-23-2015 at 01:24 AM.

  35. #35

  36. #36
    0
    Infiltrator
    Join Date
    Apr 2015
    Posts
    10
    Is the order ID the same as the invoice number?

    A1510220854253325

    Also wanting to know if the Tower AI can work as a turret without needing any sort of grid component? Not looking to make a tower defense game per se but I could really use more AI/tower defense AI in my game.

  37. #37
    0
    Quote Originally Posted by killian22 View Post
    Is the order ID the same as the invoice number?

    A1510220854253325

    Also wanting to know if the Tower AI can work as a turret without needing any sort of grid component? Not looking to make a tower defense game per se but I could really use more AI/tower defense AI in my game.
    Yes that would be it. I've sent a mail to the team to get the confirmation for the same.

    As for the towers, yes they will work irrespective of whether you have any sort of grid system or not. The tower AI is a completely independent system and as a result not dependent on the tower spawning system. For optimization reasons, you could delete some of the unnecessary variables that hold the grid data as well as the entire construction script as it is used for grid snapping.

    Apart from that, you could just change the type of actor that the tower targets directly from the blueprint. So say, if you want it to target your player character, just replace the check for AI characters to instead check for the player. It would be as simple as changing the 'Cast to' functions. Then accordingly change the type of array holding targets in range as well.

  38. #38
    0
    Infiltrator
    Join Date
    Apr 2015
    Posts
    10
    Thanks for your help, please let me know.

  39. #39
    0
    Champion
    Join Date
    Mar 2015
    Posts
    845
    Hey guys,
    Do you find documentation for this product useful, what you would like to be added for it? I just check other people documentations to get an idea how should i build mine.
    Thanks.

  40. #40
    0
    Quote Originally Posted by killian22 View Post
    Thanks for your help, please let me know.
    Thanks for your patience. I apologize for the delay. I will get back to you as soon as I get a reply from the Marketplace team.

Page 1 of 3 123 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •