I want to design a FPS game and have some level design done. I needed AI and animation for my characters as well as other game structure components. Somewhat dismayed that after almost twenty years there are no available FPS templates that can be used as start points. The simple things you need your characters to do have been well coded for over 20 years so providing those basics is really something to be desired. After all my FPS is going to have nearly identical characteristics as any other FPS so why should i have to reinvent the wheel. OK so I still have a lot of code to write but having a basic template would be nice that would include things like input, HUD and char anims. I kept messing with Shooter Game and it has some nice features and it is heavily reliant on C++ code to drive a lot of the game which I also like. This example is a good start point. Switching weapons, enemy AI all that but only editable in C++. The Shooter Game will compile when you download it and run it but if you clone or copy then it breaks the C++ code,. The clone will still run but with the code broken the compiler will not complete so edits are impossible. So today is the big day. I did it. I used Shooter Game. Edited the correct C# files including some edits in the Program Files 86 /UE4/, folders. I now have a perfect clone. Renamed to my new prototype game and since it compiles I can make critical edits to the cpp files to change character dynamics and game play. May not seem like a big deal but respawn is controlled in the C++ code. So if you want to make changes you have to be able to compile. Any errors in compiling I get now will be only from my code so a great place to start. I do not know if anyone has done this but wanted to pass along that it can be done At this point I can delete everything from the 1st level and bring my level in. Then I have my build with a good game structure attached.
If anyone really is interested let me know and I will post the steps.
We started out using Shooter as our starting framework and over time have converted 90% of the framework over to our custom design and content assets so yes it can be done. Life would have been easier if it was all done using BP’s, as a fair amount is done using C++ class, but a lot of the conversion was changing “use this” to “use that” swap.
If one knows code then Shooter is a good choice but if not it would be a better choice to start from scratch using 1st/3rd person templates or buying one of the FPS starter kits from the marketplace.
Hi, I kinda like BP and C++ so it was optional at this point. Looked at the ones in the marketplace also. I only saw 2 that came even close to having a complete template.My feeling is with C++ after a while it will be my framework. haha I’m flying solo and want to focus on game design and content. So anything that gets me past some basics is a timesaver. Things like the backforce on the gamepad is already activated and set. Mouse wheel to swap weapons and basic LOS enemy AI…things like that. Thanks for your post. Do you have a template you would recommend?
Well as part of a large development team and with the benefit of hindsight I would go with one of the built in templates and built from scratch.
The back end is with BP development the content team can become involved with implantation and not have to wait for a coder to become available so your crew is always moving forward until there is a coder available to hard code what would be desirable done in C++
An interesting hindsight over time our coders have figured out the value of Blueprints coding as an option to test ideas and decide if they want to translate or just leave it as is as to performance requirements.
Based on what you have said Shooter would be the way to go as at the very least will always be in a mode of your game being in some kind of functional state.
Thanks. Good point about Blueprint vs C++ on team projects. And yes If I want to get scale and gameplay right I need to have at least basic anim AI etc. to test along the way. Drawback for me using C++ is that compile times in UE4 can get lengthy. I give credit where it is due though. I finally ended up cloning and modding Shooter instead of buying a template because…well…it works and looks good. Maybe I’ll include a holo in one of my levels that says “Welcome to Shooter World” or something like that. So even if it is a slight cheat it’s an honest one. Good luck on your project.