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FPS Tower Defense Toolkit

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  • replied
    any interest in modifying this to work in VR?

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  • replied
    The v2.8 update for FPS Tower Defense Toolkit has gone live on the Marketplace.

    v2.8 Change Log:

    1. Added a new hit-scan beam weapon: Arc Rifle.

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    2. Added variable damage for all weapons based on user-defined min/max range.


    Free gameplay demo for the v2.8 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/7rj9boc87n...20Demo.7z?dl=0


    All changes within the blueprints are marked with the boolean variable 'Version2_8' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.

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  • replied
    The v2.7 update for FPS Tower Defense Toolkit has gone live on the Marketplace.

    v2.7 Change Log:

    1. Added new projectile based weapon within automated target acquisition & homing capabilities: Seeker Rifle

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    2. Removed the Unit-based wave spawning system, as the Batched wave spawning system can achieve the same results in a far more user-friendly manner.

    3. Segregated the wave spawning system into two child classes: one to control batched wave spawns & the other to handle AI threat level based waves. [Note: The Threat based system will be getting an upgrade in the upcoming update to include weighted AI spawn management]

    4. Integrated the pre-wave resource allocation data into the wave spawn data structures.


    Free gameplay demo for the v2.7 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from:https://www.dropbox.com/s/d22r3gkm3q...20Demo.7z?dl=0


    All changes within the blueprints are marked with the boolean variable 'Version2_7' [sample screenshot below] in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.

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    Last edited by Stormrage256; 11-08-2017, 11:53 PM.

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  • replied
    The v2.6 update for FPS Tower Defense Toolkit has gone live on the Marketplace.

    v2.6 Change Log:

    1. Extended the weapon control system to support projectile based firing solutions. New sample weapon: Plasma Rifle.

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    2. Added a floating text-based damage display system.

    3. Added event dispatchers to decouple logic associated with enemy spawn, damage reception, & deletion based events.

    4. Project updated to Unreal Engine v4.18.


    Free gameplay demo for the v2.6 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/u619b7webh...20Demo.7z?dl=0


    All changes within the blueprints are marked with the boolean variable 'Version2_6' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
    Last edited by Stormrage256; 10-27-2017, 12:33 PM.

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  • replied
    The v2.5 update for FPS Tower Defense Toolkit has gone live on the Marketplace & introduces new weapons to the player's arsenal.

    v2.5 Change Log:

    1. Added two new hit-scan energy beam weapons: Laser Rifle & Scatter Laser.

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    Free gameplay demo for the v2.5 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/53taapz6b4...20Demo.7z?dl=0


    All changes within the blueprints are marked with the boolean variable 'Version_2_5' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
    Last edited by Stormrage256; 10-11-2017, 09:10 AM.

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  • replied
    The v2.4 update for FPS Tower Defense Toolkit has gone live on the Marketplace. The update primarily focuses on the introduction of new types of weapons. For more details, refer the changelog below:

    v2.4 Change Log:

    1. Extended the weapon control system introduced in the previous update, to enable the creation of weapons that can fire Penetrator Rounds. New dedicated components have been added to handle both target acquisition as well as fire control systems for the same, with additional support for features like Damage Falloff & Max Number of Penetrating Hits per Shot.

    2. Added Sniper Rifle & Railgun weapon classes using the aforementioned systems.

    3. Added a new component to handle bullet FX (both visual & aural) for ballistic hitscan weapons.


    Free gameplay demo for the v2.4 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/bptszphtca...20Demo.7z?dl=0


    All changes within the blueprints are marked with the boolean variable 'Version_2_4' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
    Last edited by Stormrage256; 10-05-2017, 11:38 AM.

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  • replied
    The v2.3 update for FPS Tower Defense Toolkit has gone live on the Marketplace. The update primarily focuses on the introduction of a new dedicated weapon control system. For more details, refer the changelog below:

    v2.3 Change Log:

    1. Added a weapon control system driven by component-based design. In its current iteration, the system facilitates the creation of ballistic hit-scan weapons by adding components that control the targeting/firing mechanisms. Using components to control individual functionalities will ensure that new types of projectile and hit-scan weapons can be added through future updates with little to no changes to the base weapon blueprint.

    2. Added Assault Rifle & Shotgun weapon classes based on the aforementioned systems.

    3. Added a weapon backpack component to store the weapons in player's inventory. It also uses interfaces to act as a conduit for managing the equipment & selection of said weapons.

    4, Modified the folder structure to make the assets more self-contained.

    5. Added world context object reference as an input parameter to functions within the blueprint function library, as part of v4.17 compatibility requirements.

    6. The wave spawn information display now projects the information onto the screen space (instead of world space), to improve readability at long distances & remove the blurring effect associated with the movement.


    Free gameplay demo for the v2.3 FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/a3vcl1orat...20Demo.7z?dl=0


    All changes within the blueprints are marked with the boolean variable 'Version2.3' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
    Last edited by Stormrage256; 11-08-2017, 03:37 AM.

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  • replied
    The v2.2 update is now available for download from the Unreal Engine Marketplace. This update adds support for using Object Pooling with Bullet Projectiles. For more details, refer the change log below.

    v2.2 Change Log:

    1. 1. Added the option to activate Object Pooling for Bullet Projectiles. The pooling system uses a free list (of array indices & not pointers) to chain together unused objects within a fixed size pool, & thus removes the need for iterations through the array.

    To turn on the object pooling system, select the Object Pool Manager actor & set the 'Pool Bullet Projectiles' to true. The pool size itself can be modified through the 'Pool Size_Bullet Projectile' variable as shown below:

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    2. Added a Projectile Manager class to act as a bridge between objects requesting for creation/deletion of projectiles, & the Object Pool Manager.

    3. Removed projectile lifespan restrictions & added Level Bounds Volumes to assist in the removal of projectiles.


    All changes within the blueprints are marked with the boolean variable 'Version2.2' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
    Last edited by Stormrage256; 11-08-2017, 03:44 AM.

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  • replied
    Originally posted by themuzikman View Post
    Thank you for answering me so quickly! I had fiddled around with this for a while but I still can't get it to perform the way I'd like. It actually doesn't seem to do anything different even with the delay lol. Can you offer further support on this via e-mail??? I'm sure it's just something simple I'm not doing correctly. Thanks!
    Sure, you can always contact me through the support email: rohitmohan.k@outlook.com. Also, if you send me a screenshot of the above mentioned event graphs/functions, it should be easier to figure where to make the changes.

    Leave a comment:


  • replied
    Originally posted by Stormrage256 View Post
    Thanks for the feedback . As you've already noticed, there is a dedicated function 'DisplayMissionSummary' that handles the necessary protocols before the actual Mission Summary HUD is displayed. You cannot call a delay from within a function, but you can do so if you create a custom event.

    What you could do is create a Custom Event within the BP_PlayerController blueprint & move out the nodes upto 'UpdateHUDState' function call (from the original function) into this event. You can then add a delay & call the 'DisplayMissionSummary' function from here after it. Now all you have to do is to replace the all instances of the function call with the new event that you created. And just make sure that you set the same value for the boolean flag 'MissionSuccess' while calling the new event.


    As for your second query, I'll get back to you in a while.
    Thank you for answering me so quickly! I had fiddled around with this for a while but I still can't get it to perform the way I'd like. It actually doesn't seem to do anything different even with the delay lol. Can you offer further support on this via e-mail??? I'm sure it's just something simple I'm not doing correctly. Thanks!

    Leave a comment:


  • replied
    Originally posted by themuzikman View Post
    Thanks for the toolkit; great job! I just picked it up today and it's awesome. I am finally stumped, though. How would I go about adding a delay to the mission success screen? If it's with a delay node, I can't figure out where I would plug it since the mission success is always called in a function. Does anyone know how to accomplish this? It seems like such a simple thing to do... I guess while we're at it, how would I do the same thing for the Tower Selection Menu? I think it could use a 1 or 2 second delay before activating. Thanks in advance!
    Alright, the process for adding a delay to the Tower Selection Menu is very similar to the previous solution. So basically when you start a level, what happens is that the BP_GameMode class requests the HUD to display the Loadout menu. Since this is handled through a function in the Player HUD blueprint, you will have to add a delay before calling this function. But adding a delay creates the problem of letting the player send input to the player character which is probably not desirable. There are two ways to prevent this: either by spawning the player character manually after the delay or just pausing the game during the timespan of the delay. Since the toolkit spawns the player character automatically, I'll show you the second approach.

    Create a custom event within the BP_PlayerController class. Add a 'Set Game Paused' node followed by the delay & then use the pause node again to unpause the game. Now call the 'DisplayLoadoutMenu' function from the player HUD class. The last step would be call the new custom event from the Game Mode class as shown below:

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  • replied
    Originally posted by themuzikman View Post
    Thanks for the toolkit; great job! I just picked it up today and it's awesome. I am finally stumped, though. How would I go about adding a delay to the mission success screen? If it's with a delay node, I can't figure out where I would plug it since the mission success is always called in a function. Does anyone know how to accomplish this? It seems like such a simple thing to do... I guess while we're at it, how would I do the same thing for the Tower Selection Menu? I think it could use a 1 or 2 second delay before activating. Thanks in advance!
    Thanks for the feedback . As you've already noticed, there is a dedicated function 'DisplayMissionSummary' that handles the necessary protocols before the actual Mission Summary HUD is displayed. You cannot call a delay from within a function, but you can do so if you create a custom event.

    What you could do is create a Custom Event within the BP_PlayerController blueprint & move out the nodes upto 'UpdateHUDState' function call (from the original function) into this event. You can then add a delay & call the 'DisplayMissionSummary' function from here after it. Now all you have to do is to replace the all instances of the function call with the new event that you created. And just make sure that you set the same value for the boolean flag 'MissionSuccess' while calling the new event.

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    As for your second query, I'll get back to you in a while.

    Leave a comment:


  • replied
    Thanks for the toolkit; great job! I just picked it up today and it's awesome. I am finally stumped, though. How would I go about adding a delay to the mission success screen? If it's with a delay node, I can't figure out where I would plug it since the mission success is always called in a function. Does anyone know how to accomplish this? It seems like such a simple thing to do... I guess while we're at it, how would I do the same thing for the Tower Selection Menu? I think it could use a 1 or 2 second delay before activating. Thanks in advance!

    Leave a comment:


  • replied
    FPS Tower Defense Toolkit Basics: Holographic Tower Constructor

    [Note: As of v3.13, this system has become legacy content since it's been integrated into the DT_TowerData data table to facilitate customization for both real and holographic towers through the same parameters.]

    The Holographic Tower Constructor represents the part of the Holographic Tower Display system that displays Holographic models of the tower designated by the player for construction. The Holograms are created & updated at run time through the 'BPC_HolographicTowerDisplay' component (attached to the player character) using information specified in the 'Holo Constructor Data' array, located within the Tower Manager. Listed below is a brief explanation of the different parameters that drive the Tower Constructor:Click image for larger version  Name:	htcdata - Copy.png Views:	1 Size:	272.4 KB ID:	1126638
    • The 'TowerType' enum identifies the data associated with the tower model selected by the player for construction.
    • The 'Tower' parameter determines the base mesh (same as the mesh model for the actual tower) used to create the tower hologram.
    • The 'LocationOffset_GridCellToTower' controls the translational offset of the tower hologram relative to the location of the focused grid cell.
    • The 'UsesGridCellOrientation?' flag decides if the hologram will be partially or fully aligned with the grid generator. For example, the Trap holograms have this value set to true, since their spatial orientation completely match that of the underlying grid generators. The remaining towers (including the Tower Base) on the other hand, have this value set to false, since they only partially align (along the XY plane) with the grid generator.
    • The 'HasTurretAttachment?' flag determines if the tower has a turret attached to it.
    • The 'TurretAttachment' determines the mesh (same as the turret mesh model for the actual tower) for holographic display of the Turret (if any).
    • The 'LocationOffset_TowerToTurretAttachment' controls the translational offset of the turret mesh hologram relative to the tower mesh hologram.
    • The 'RotationOffset_TowerToTurretAttachment' controls the rotational offset of the turret mesh hologram relative to the tower mesh hologram.
    • The 'DisplayTowerRange?' flag determines if the constructor needs to display the effective range of the tower.
    • The 'LocationOffset_TowerToTowerCenter' stores the offset between the tower location & the central point of the tower mesh (specified based on the said offset in the actual tower class)
    • The 'AffectsNavMesh?' determines if the placement of the tower affects the navigation mesh. This flag is set to true for the Tower Bases since the AI bots will have to path around them. As a result, the holograms for Tower Bases keep updating their color to convey the availability of valid navigational paths based on the tower placement location.

    The Hologram itself will be displayed as long as the selected tower model can be created at the focused location. However, based on the construction pre-requisites like availability of tower resources & valid navigational paths, the hologram may change it's color to reflect the feasibility of constructing a tower of the selected variety under the given conditions.
    Last edited by Stormrage256; 07-21-2020, 01:47 AM.

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  • replied
    Update 11 (v2.1) has gone live on the Unreal Engine Marketplace. This is a v4.15 exclusive update & listed below are the main changes introduced in this update:

    1. The Holographic Tower Display implementation has received a complete design revamp focused on a more data driven approach, while removing the multiple layers of inheritance based class system present in the previous versions. The Tower Holograms are now split into two categories: Holographic Tower Constructor Hologram & Holographic Tower Highlighter.

    The Holographic Tower Constructor displays a Hologram of the tower model that has been designated by the player for construction. The physical attributes of this Hologram including the mesh types, their world coordinates, etc are set dynamically using a data driven approach that relies on the information specified by the designer in the new 'Holo Tower Constructor Data array'. The Hologram itself will be displayed as long as the selected tower model can be created at the focused location. However, based on the construction pre-requisites like availability of tower resources & valid navigational paths, the hologram may change it's color to reflect the feasibility of constructing a tower of the selected variety under the given conditions.

    The Holographic Tower Highlighter, on the other hand, displays a Hologram based on the focused actor. As long as the focused actor meets the requirements (in this case, being a tower class entity), the Hologram will dynamically alter itself to match the physical properties of the aforementioned actor. This highlighter uses a different color coding system to make it visually stand out from the constructor hologram, as there can be scenarios which require display of both types of holograms.

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    Apart from these modifications, a Grid Cell Indicator has also been added as a visual cue to identify the grid cell (if any) associated with the focused actor. This ensures that player always receive a minimal amount of feedback based on their interaction with the grid systems, even when Holograms are not displayed due to the particular grid location not meeting the pre-requisites for construction of the selected Tower class.

    2. The Tower Stats Display system has also received some modifications as well as new additional new features that improve upon it's previous iterations.

    In conjunction with the display of Holographic Tower Constructors, the Tower Stats Display will now present the Setup Cost information for the selected Tower model.

    The previous Tower Upgrade Stats system has been extensively modified to facilitate display of information about the Current Stats, Upgraded Stats, as well as Recycle Stats for the focused Tower, using a new dynamic design model that requires minimal amount of hand crafted HUD changes.

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    3. The Holographic Tower Display system is now driven through a component based approach in order to increase it's modularity & thus facilitate easy implementation with new custom player character classes.

    4. Fixed a bug that allowed placement of towers even when navigational paths was blocked, as long as the player were to initiate tower placement before the nav mesh updates finished processing.


    Free gameplay demo for the v2.1 FPS Tower Defense Toolkit (Windows) can be downloaded from: https://www.dropbox.com/s/a4myd6m1oc...20Demo.7z?dl=0


    All changes within the blueprints are marked with the boolean variable 'Version2.1' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Changes in the Content Browser:

    1. Added new actor component: BPC_HolographicTowerDisplay.

    2. Added new enum: EFocusedActorType.

    3. Added new interface: BPI_HolographicTowerDisplay.

    4. Added new blueprint: BP_TowerHologram.

    5. Removed the blueprint BP_TowerHolo_Parent & all it's child classes.

    6. Added new structs: Struct_HoloConstructorData & Struct_UnitStat.

    7. Added new member SetupCost_TowerBases & renamed TowerCost to SetupCost_TowerPoints in Struct_TowerData.

    8. Added new widgets: Widget_BinaryStatModule & Widget_TowerConstructor.

    9. Renamed widgets Widget_Stats & Widget_TowerUpgradeData to Widget_UnaryStatModule & Widget_TowerStatsDisplay.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


    The v2.1.1 update has gone live on the Unreal Engine Marketplace, & introduces the following changes to the toolkit:
    1. Replaced the depth of field post processing effects for the Loadout, Tower Selection, & Mission Summary screen backgrounds with the new UMG background blur system introduced in the v4.15 Unreal Engine update.
    2. Moved the entire target acquisition logic into the Turret Lock-on system, thus making it more easier to integrate it with new custom towers.

    [All changes within the blueprints are marked with the boolean variable 'Version2.1.1' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes.]
    Attached Files
    Last edited by Stormrage256; 06-26-2017, 09:51 AM.

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