Top Down RPG 'Diablo' Template

Highly customizable blueprint template to create great quality multiplayer Top-Down RPG games with almost no coding.

Play Demo: Demo - Google Drive
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Marketplace: Top-Down RPG Template in Blueprints - UE Marketplace
Trailer Video: Unreal Engine Top Down RPG 'Diablo' Template: Trailer - YouTube
Trailer Video 2: Unreal Engine Top Down RPG 'Diablo' Template: Necromancer Trailer - YouTube
Documentation: Top-Down RPG Template Documentation - Google Docs
Sample Project: Sample Project - Google Drive
Discord: Link
Facebook: Link
Video Tutorials: Top-Down RPG Template Tutorial: Project Setup - YouTube

Features:

  • 100% Blueprints
  • Multiplayer Ready
  • Multiple Character Classes
  • Melee, Range & Magic Combat
  • AI Included
  • Jigsaw Inventory
  • Equipment System
  • Quest System
  • Crafting System
  • Stats & Leveling System
  • Passive, Active & Aura Skills
  • Status Effects
  • Boss Fights
  • Save & Load System
  • Interactables
  • Shop NPC

Trailer Video:

Necromancer Trailer:

5 Likes

Created the inventory UI. Working on scrollable jigsaw inventory :muscle:

2 Likes

Love the old-school inventory look. What’s your next step? :slight_smile:

1 Like

Thank you! Scrollable jigsaw inventory was a real challenge and managed to get it done. With rotation logic! Created a debug tool to quickly generate items in the inventory to test.

Next I will work on procedural item data generation and make sure it can be saved / loaded with the same data.

2 Likes

Socket logic is done. Next, I will work on item bonuses like extra attributes, life steal, crit chance, etc…

1 Like

Equipment bonuses are created procedurally from a data table. Almost each equipment can be unique due to randomization of the bonuses it gives. All the randomness come from a random stream seed that is attached to each equipment when they are created. When loading the game, the same seed is used to re-create the same bonuses.

1 Like

One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them…

1 Like

Implemented this debug UI for designers to quickly test randomization logic. Pictures below shows 50 randomized values between 1-20 based on different bias values. Bias value lets the designers have some kind of control over the randomization.

Let’s say player finds an armor that can have between 1 - 20 defense. When the bias is 1 (1 is the default value) the distribution of randomness is equal between all possibilities. Finding an armor that gives 1 or 20 defense has the same chance. When we increase the bias, the distribution shifts to the min side. The last picture shows that when the bias is 5, if the player found the same armor 50 times, only 1 of them would have the max (20) defense and 30 would have the min (1) defense.

This randomization is used in the template for all the item stats.

1 Like

Gems give different bonuses based on the equipment they are socketed.

Socketing gems are done, next I will implement runes and runewords.

Runes give bonuses depending on equipment type they are socketed. Runes can be combined to create a specific runeword which gives extra bonuses.

Runes need to be inserted into the correct equipment in the correct order to create the runewords that give extra bonuses.

Magic Bag allows certain items to be transmuted into other items. For example, 3 amulet = 1 ring. All the recipes are set from the data table.

Potions are ready! They can be stacked in inventory and can be used with a shortcut key.

Equipment appear on the character as 3D meshes or change the appearance of the character.

All the stats are displayed and implemented in the damage calculation.

This looks amazing! Can’t wait for the release.

Thank you, stay tuned :sweat_smile:

Equipment sets give extra stats when all pieces of them are equipped. They can also change the appearance of the character.

Dual Weapons ✓
Some bonuses that the weapons give only procs when that weapon hits the target.

1 Like