Announcement

Collapse
No announcement yet.

FPS Tower Defense Toolkit

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    The FPS Tower Defense Toolkit will be receiving some huge updates over the upcoming weeks. I'm currently working on importing the Data Table driven Tower Customization model from Tower Defense Starter Kit which will be submitted as part of the v3.7 update next week. Here is a preview screenshot of the new DT_TowerData Data Table:

    Click image for larger version  Name:	dtpreview.jpg Views:	0 Size:	397.0 KB ID:	1721073

    Also the subsequent updates after 3.7 will focus on integrating the improvements from Wave Spawning System, including support for Boss Waves and more. Will post more on that soon.
    Last edited by Stormrage256; 02-14-2020, 03:14 AM.
    Unreal Possibilities
    Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

    Comment


      The v3.7 update has gone live on the Marketplace.

      New Features:

      Implemented a new data-driven model for defining Towers. Unlike the previous model centered around grouping base towers & their upgrades together in one place, the new approach treats each upgrade level of every tower class as a separate entity in itself, and can be defined through the data table 'DT_TowerData'.

      Click image for larger version

Name:	tower_dt.jpg
Views:	246
Size:	384.4 KB
ID:	1726823

      The modular & decoupled nature of this design will allow tower upgrades to not just have stat boosts but also completely different feature sets by changing the spawn class for the upgraded version.

      Moreover, changes to the data table, like the addition of new towers, will be automatically reflected in the UI owing to the data-driven workflow. So you won't have to make any HUD changes while adding/removing towers into your game or after modifying their stats.


      Bug Fixes:

      Fixed minor performance issues that were caused as a result of two nodes being disconnected in the previous update. You can find more details about the bug and on how to go about fixing it yourself, over here: https://forums.unrealengine.com/unre...99#post1719799


      Additional Notes:

      Search for Version3_7 in the blueprint editor to identify all the major changes in this update.

      Click image for larger version

Name:	371.jpg
Views:	198
Size:	371.5 KB
ID:	1726824

      Click image for larger version

Name:	372.jpg
Views:	211
Size:	329.4 KB
ID:	1726825
      Unreal Possibilities
      Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

      Comment


        getting crash at 39% upon loadup everytime

        Comment


          The v3.8 update has been submitted to the Marketplace.

          ChangeLog:
          • Added a new dedicated class for spawning AI groups. This is the first of the updates aimed at bringing the improved spawning logic from Wave Spawning System into this toolkit. And as a result, creating new enemy types is now far easier to accomplish with fewer steps involved in the process. [I will share an updated tutorial for the same in the upcoming days]
          • Optimizations to the AI Visual Perception & Seeker Projectiles logic through the use of Math Expressions for linear/angular range checks.

            Click image for larger version  Name:	mathopt.jpg Views:	0 Size:	418.0 KB ID:	1747850

          Additional Notes:
          • Search for Version3_8 in the blueprint editor to identify all the major changes in this update.
          Last edited by Stormrage256; 04-20-2020, 02:40 AM.
          Unreal Possibilities
          Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

          Comment


            Originally posted by Visguade View Post
            getting crash at 39% upon loadup everytime

            Hi, I've already posted the reply under your review, but there is a pretty good chance that the Marketplace won't send you a notification. So I'm sharing the same here.
            So the project being stuck at 39% is most likely the engine trying to recompile the shaders when opening a new project. You can find more reports about the same issue in these threads:
            https://www.reddit.com/r/unrealengin...g_stuck_at_39/
            https://forums.unrealengine.com/comm...al-stuck-at-39

            I'd suggest leaving it for a while to finish the loading process. After the first time, it should start just like any other time If that doesn't take care of it, we'll look into what else might be causing it.

            Unreal Possibilities
            Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

            Comment


              The v3.8 update has gone live on the Marketplace.

              I've uploaded an updated tutorial for adding new Enemy Types based on this version. Due to the more streamlined AI spawning workflow introduced in this update, you'll be able to create new Enemy Types (excluding your own custom AI logic) within a couple of minutes as shown below:



              The final step of the tutorial involves defining stats for the new Enemy Type in the "DT_EnemyAIStats" data table. I believe most of the stats provided are self-explanatory except the last one: "ThreatRating". So I'll just give a brief primer on that one. This stat comes into the picture only when use the Weighted Wave Spawning System, which is an alternate spawning model geared towards generating randomized waves based on weighted probability distributions, as opposed to the default Batched Wave Spawning System centered around user-defined wave patterns.

              For a more in-depth description of the two different spawning models, I'd suggest the following articles:
              Unreal Possibilities
              Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

              Comment


                The v3.9 update has been submitted to the Marketplace.

                New Features:
                • Added a new Data Table driven workflow for setting Tower UI Thumbnails. Compared to the previous setup which involved using text abbreviations for representing Towers in the HUD, you can now directly specify what image to display for each type of Tower through the UIImage parameter in DT_TowerData.

                  Click image for larger version

Name:	fpstwrdtimg.jpg
Views:	168
Size:	405.4 KB
ID:	1750156

                  No additional HUD/Widget logic required, just set your custom image and you're good to go. Here is an example of the Loadout menu using the new Tower images from the data table.

                  Click image for larger version

Name:	loadoutlaser.jpg
Views:	154
Size:	204.3 KB
ID:	1750157

                  And the following screenshot shows the Tower Build Selection UI reflecting the image data specified in the data table:

                  Click image for larger version

Name:	fpstbsui.jpg
Views:	143
Size:	299.4 KB
ID:	1750158

                  Free sample images have been provided for each Tower as well as their upgraded versions:

                  Click image for larger version

Name:	fpssampletowers.jpg
Views:	136
Size:	383.6 KB
ID:	1750159

                Additional Notes:
                • Search for Version3_9 in the blueprint editor to identify all the major changes in this update.
                Unreal Possibilities
                Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

                Comment


                  The v3.10 update has been submitted to the Marketplace.

                  New Features:
                  • Added a new Data Table driven workflow for defining waves when using the Batched Wave Spawning System. Compared to the previous struct array setup, data tables offer far greater ease of use when it comes to defining waves, especially when dealing with large hordes comprising multiple clusters of enemies within each wave.

                    Click image for larger version  Name:	bwscdt.jpg Views:	0 Size:	179.5 KB ID:	1764667

                    You can now set the Wave Spawn Data Table for each of your levels through the new BatchedWaveSpawnData variable in your BP_BatchedWaveSpawnController as shown below:

                    Click image for larger version

Name:	bwscdtlink.jpg
Views:	106
Size:	422.6 KB
ID:	1764672
                  • Added Unreal Engine v4.25 compatibility.

                  Other Changes:
                  • Revamped the BP_WaveSpawnController workflow to incorporate the new features as well as to make it easier to understand. The visual setup now displays every step of the wave spawning system in a neatly arranged manner so as to enable identifying all working parts of the system in a single glance as soon as you open the blueprint.

                    [Note: If you need the old setup for reference, it's still available when you download the v4.24 edition as the aforementioned changes are exclusive to the 4.25 version.]

                    Click image for larger version  Name:	wscnew.jpg Views:	0 Size:	404.4 KB ID:	1764668

                  Additional Notes:
                  • Search for Version3_10 in the blueprint editor to identify all the major changes in this update.
                  • The upcoming v3.11 update for FPS Tower Defense Toolkit will also add support for spawning Boss enemies at the end of your waves. So stay tuned.
                  Last edited by Stormrage256; 05-21-2020, 08:00 AM.
                  Unreal Possibilities
                  Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

                  Comment


                    The v3.11 update has been submitted to the Marketplace.

                    New Features:
                    • Added support for spawning Boss enemies at the end of waves. Simply select the data table entry for the wave, set the SpawnBossAtEnd? variable to True, & define the BossSpawnData (similar to normal enemy spawn data) parameters.

                      Click image for larger version

Name:	FPSbossspawn.jpg
Views:	131
Size:	178.7 KB
ID:	1769401

                    Additional Notes:
                    • I will be uploading a new tutorial for setting up waves using the new Data Table driven design. You can expect it to be available around the time this update goes live on the Marketplace.
                    Unreal Possibilities
                    Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

                    Comment


                      Hi, I've uploaded a new tutorial for setting up waves using the Batched Wave Spawn (spawning AI units in batches) Controller, taking into account the changes that were introduced in the latest v3.10/3.11 updates.

                      [Note: If you're using the Weighted Wave Spawning system, the old workflow still applies since the waves are not explicitly defined through data tables in that scenario.]


                      It's a simple 3-minute tutorial. So you should be able to create your own customized waves and have them up & running in just a matter of minutes. Have fun!

                      Also, the upcoming v3.12 update will see a bug fix for the Laser Tower lag while switching between targets, and the damage display system getting an upgrade, with the existing 3D Widget Component based texts being replaced with the less expensive 2D Widget based solution from Floating Damage Texts.
                      Unreal Possibilities
                      Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

                      Comment


                        The v3.12 update has been submitted to the Marketplace.

                        Change Log:
                        • Improvements to Damage Display System: Replaced the previous 3D Widget Component based texts with the more efficient 2D User Widget based solution from Floating Damage Texts.



                          You can now use both Linear & Parabolic trajectories for your floating text movement, and customize its Color & Font Info through the DamageTextConfig variable in BPC_HealthManager.

                          Click image for larger version  Name:	dmgtxtcon.jpg Views:	0 Size:	386.6 KB ID:	1780515

                          The Widget Class parameter shown above enables setting of text movement type. Set its value to "Widget_FloatingText_Linear" for linear motion, and "Widget_FloatingText_Parabolic" for parabolic trajectories.

                          For more detailed information on how to customize the linear/parabolic motion for your text widgets, you can check out the documentation for Floating Damage Texts since the same framework is being employed here as well: https://docs.google.com/document/d/1...vsyI2MkwsFLlA/. You can find all the relevant information under the following sections: Floating Text Widgets Basics, Controlling Linear Text Trajectories, & Controlling Parabolic Text Trajectories.

                          The Damage Display System is set to enabled for the enemy units by default. You can turn it On/Off for your enemy characters in just a single step, by opening up their blueprints, and setting the value of DisplayDamageTexts? (bool) in their BPC_HealthManager components.

                          Click image for larger version  Name:	dispdmg.jpg Views:	0 Size:	364.0 KB ID:	1780516

                        Bug Fixes:
                        • Fixed the particle lag for Laser Towers when switching between targets.

                        Additional Notes:
                        • Search for Version3_12 in the blueprint editor to identify all the major changes in this update.
                        Unreal Possibilities
                        Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

                        Comment


                          The v3.13 update has gone live on the Marketplace.

                          Change Log:
                          • New Data Driven Tower Customization Options: The DT_TowerData data table now enables even more tower customization settings through the addition of the following new parameters:
                            1. TowerMesh: Overrides the default mesh for the Tower. Can be used to change the Tower mesh if you're using the same Tower class for upgraded versions.
                            2. TurretMesh: If the Tower has a moveable Turret, can be used override the default mesh.
                            3. OffsetFromGridCell: Controls the spawn offset for the Tower relative to its grid cell location.
                            4. UseGridOrientation?: Determines if the Tower should align itself with the underlying grid generators. Can be used to set up Traps along inclined surfaces.

                            Click image for larger version  Name:	313dt2.jpg Views:	0 Size:	382.3 KB ID:	1790795
                          • Added a Socket based Turret Attachment system for Towers: Now enables Turret meshes to be attached to Towers through Socket locations instead of having to store transform offsets for each Tower class. Just make sure to add a Socket for the Tower mesh through the static mesh editor, and then set the Parent Socket for the Turret in the Tower blueprint as shown below:

                            Click image for larger version  Name:	createsocket.jpg Views:	0 Size:	317.3 KB ID:	1790796

                            Click image for larger version  Name:	parentsocket.jpg Views:	0 Size:	419.7 KB ID:	1790797

                          Additional Notes:
                          • Search for Version3_13 in the blueprint editor to identify all the major changes in this update.

                            Click image for larger version  Name:	313TAG.jpg Views:	0 Size:	413.5 KB ID:	1790798
                          Last edited by Stormrage256; 07-22-2020, 01:25 AM.
                          Unreal Possibilities
                          Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

                          Comment


                            Really liking the toolkit, I'm trying to follow along removing tower bases but it seems the instructions provided are no longer relevant in 3.13... Is there an updated tutorial somewhere for removing tower bases from game-play.

                            Thanks!

                            Comment


                              Originally posted by Ozzorag View Post
                              Really liking the toolkit, I'm trying to follow along removing tower bases but it seems the instructions provided are no longer relevant in 3.13... Is there an updated tutorial somewhere for removing tower bases from game-play.

                              Thanks!
                              Hi Ozzorag, glad to hear that you're liking the toolkit. I'm guessing that the recent changes to the Holographic Tower system might have broken the workflow mentioned in that tutorial. Thanks for bringing that to my attention. I'll share an updated version later today.
                              Unreal Possibilities
                              Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

                              Comment


                                Hi Ozzorag , here is the updated tutorial based on the current version of the toolkit: https://unrealpossibilities.blogspot...sed-on-v1.html

                                Meanwhile the old tutorial has been moved to a separate document as part of legacy tutorials collection. So if anyone's using an older version of the toolkit, older tutorials will still be available for reference at: https://docs.google.com/document/d/1...tjAZ0ImQ/edit#
                                Unreal Possibilities
                                Wave Spawning System | Tower Defense Starter Kit | Line of Sight Visualization

                                Comment

                                Working...
                                X