- 4.0 Playable Demo | Video Overview (Sound On) | 4.0 Walkthrough | GASP Walkthrough | Getting Started -
Read original Reviews and Questions on Orbital Market
4.0 UPDATE
/. Quick-Inventory overhaul. Items can now be inspected, used, dropped, and combined.
/. New Drag interaction method.
/. Improved interaction prompts with a little more customizability.
…
View all and previous update information here.
BRIEF DESCRIPTION
storytelling made easy with our Single-Player Interactive Story Game Template, designed exclusively for Unreal 5. Whether you’re a seasoned developer or an aspiring creator, this comprehensive template aims to inspire creating and designing captivating gameplay. Story Framework is powered by an Actor Component based workflow. No functionality is executed inside the player controller or player character apart from input related functions. A demonstration of this can be found inside the Tech Demo Level and is also explained inside the Official Documentation.
Why an Actor Component based workflow?
Developing templates should not only educate, but also be practical to use and expand upon. By using actor components, we divide up functionality, and keep larger character classes an empty slate. All in combination with a large scale documentation board and support via our discord.
You can find out more about SF towards the bottom of this page.
WHAT DO YOU GET?
Comprehensive, and iterative single-player framework
Story Framework with GASP 5.5 pre-integrated (Contact me via discord or email to receive)
FRAMEWORK FEATURES
Native First Person & Third Person
gameplay support out-of-the-box, with options to use either, or both.
Gamepad integration
built-in. Widget classes with “gamepad” settings.
Custom interaction Framework
created with a dual-method system. Multiple options means more interactivity for the player.
Quick Time Events
with customization options, all driven through a single function.
Task System
A queue-based task/objective framework with functions to add, edit, remove, & hide tasks.
Memoirs
A “Memoir” menu used to track and view players previous dialogue decisions, or game events that happened throughout their story, small or large.
Large collection of object interaction systems
demonstrating different use cases of the interaction system.
Object Inspecting and Description Reading
for more in-depth story telling through objects in your level.
Modular slot-based Quick-Inventory System
designed to be easily accessible, while keeping all the expected functionality of an inventory such as using, combining, inspecting and dropping items.
Full Dynamic Camera System
camera customization options and custom functions for both First Person, and Third Person.
Modular Main Menu
to kickstart your projects home screen.
Journal Entries
used to keep track of important descriptions or items used in your story.
Custom Sequence Manager
designed to easily play and stop sequences during gameplay.
Collection of External Functions
created across a few Function Libraries to aid in other development areas.
Deep board based Documentation
explaining and educating you on everything about Story Framework.
Saving & loading
(Player Location, Player Rotation, Inventory, Journal, Destroyed/Spawned Actors, Interacted Actors, System Info, etc)
Includes free to use Meshes, Sounds, and other Assets
Find tutorial videos on our YouTube Channel and support in our Discord Community <3
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ABOUT STORY FRAMEWORK
Let’s address the elephant in the room. What sets Story Framework (SF) apart from other story-related templates on the marketplace. Despite the wide array of features SF includes that other projects don’t, SF is designed to be your one-stop-shop for everything story game related with no limitation to genre, or player perspective. SF offers a complete toolset to assist in getting your single-player narrative driven game off of the ground, and help you visualize what exactly you want your project to become. I saw the passionate community surrounding these sort of frameworks, and wanted to keep that passion alive and thriving. This project was never intended to compete or replace any pre-existing projects on the marketplace, but rather offer devs a framework that is consistently receiving updates and new content, and providing them with a community of like-minded devs.
Why single-player?
Besides the fact that most existing story related games that have been released are single-player, I believe that there is an audience of devs who aren’t necessarily looking to make the next big MMORPG. Creating less large-scale projects is the target for most indie devs. And SF promotes this by not having to worry about replicating any additional systems or logic you build on-top of the framework.
You may ask “Why wouldn’t I simply create this myself?”. To that I would say, besides the 6+ years of past knowledge I’ve poured into SF, creating all the systems and content SF has to offer from scratch would be extremely time consuming. Convenience is one of the many things SF brings to the table. No need to waste time building these core systems from the ground up. Throughout the entire development process, I’ve always aimed to create things that I would use myself. Something I would of liked to have If I decide to build a story-driven game one day.
This short explanation is not intended to “sell” you on purchasing the project. SF has become a passion project of mine, and I’m so happy I get to share it with the world. The price SF is currently listed at does not reflect the time and effort I’ve sunken into developing it, but rather something that won’t break the bank <3