i just wanted to ask if there would be any interest in some kind of “Advanced Top-Down Template”, including a Top-Down Camera (with Zooming, Rotation, various angles, smooth snap-back to origin angles), a basic PlayerController with movement and a basic skillsystem, a basic EnemyController with configurable properties (shouldChasePlayer, aggroRange, isMelee, meleeRange, isRanged, etc…), highlighting of enemies/objects on mouseover, highlighting of characters if they are behind some obstacles that block the view, etc?
If yes, what would you like to see inside that template additionally?
TopDown Toolkit is on the marketplace now!
**Please be aware that there is an issue **right now with the way the content is added to an existing project!
Since the toolkit was created as a sample project to build from, it has config files with it. When Adding the toolkit to an existing project, the files in the Config - directory will be overwritten!
I am already working with Epic on fixing the issue, for now i would recommend to create a new empty project with the name TopDownToolkit (any other name will result in an error when opening the project, since its the name in the configs), add the toolkit there, and then migrate from there.
I am sorry for these issues and hope that these are soon resolved!
Added a quick video of one of the sample levels, showing some of the functionality. Please dont judge me for the animations, they will be replaced by better looking ones in the final product
This Asset will be renamed, because of a possible naming clash with Epic’s default TopDown Template.
From now on it’s the TopDown Toolkit (i know i’m really creative with names…).
More detailed description of the current implementation:
**Camera **is done through PlayerCameraManager and will have the following features:
- Zooming in and out
- smooth zooming yes/no
- smooth zoom factor
- rotation through i.e. middle mouse button in all directions (pitch/yaw)
- clamping of rotation to min and max values (pitch and yaw)
- snapback of camera rotation to. original settings yes/no
- snapback smoothing factor
- possibility to set a different target to view than the current player from outside (i.e. playercontroller, level blueprint, etc)
- configurable camera lag
Sample PlayerController containing the following features:
- click to move
- highlighting of enemies on mouseover (through rendercustomdepth)
- highlighting of player if behind a wall or anything that blocks sight
- target click coordinate detection based on a virtual plane on height of the player (instead of tracing the first hit, so a click into “nothing” is also supported)
Basic EnemyController utilizing a **behaviourtree **with the following settings:
Everything that is utilized in the BehaviourTree will be inside a Function Library for easier customizing of your own BehaviourTree.
**Waypoints **are basically implemented, AI that has a group of waypoints assigned will go to one after another utilizing the navmesh inbetween (useful for patrolling)
Also there will be 2 or more sample levels to demonstrate the usage of everything, e.g. Enemies at follow you and try to kill you (so yes, basic health / damage stuff will be in).
There will be a basic implementation of some skills (FireboltSkill, IceboltSkill with FreezeEffect, MeleeSkill), but nothing that resembles a real skillsystem for now; This is planned for the first update i will deliver, along with any additional requests from customers that come in.