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FPS Tower Defense Toolkit

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  • replied
    Originally posted by Zortalas View Post
    Keep up the great work! Seriously love this package! Cant wait for Update 3!
    Thank you [MENTION=346351]Z[/MENTION]ortalas. 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 Files
    Last edited by Stormrage256; 09-29-2016, 01:17 AM.

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  • replied
    Keep up the great work! Seriously love this package! Cant wait for Update 3!

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  • replied
    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.

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  • replied
    Update 2 just went live today. I will put up the planned features for the next update soon.

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  • replied
    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, 05:27 AM.

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  • replied
    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/st...g?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, 07:14 AM.

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  • replied
    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/st...g?t=1424371288 ?

    Leave a comment:


  • replied
    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, 02:37 AM.

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  • replied
    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

    Leave a comment:


  • replied
    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.

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  • replied
    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, 05:27 AM.

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  • replied
    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.

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  • replied
    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.

    Leave a comment:


  • replied
    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, 12:46 AM.

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  • replied
    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.

    Leave a comment:

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