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    [SUPPORT] Tower Defense Starter Kit: Support Thread

    The Tower Defense Starter Kit is a pure blueprint framework that enables quick & easy creation of Tower Defense games.\

    Marketplace Page: https://www.unrealengine.com/marketp...se-starter-kit



    Features:

    • Multiple types of AI Wave Spawning systems, with support for both Endless waves & repeating wave cycles with dynamically escalating difficulties.
    • Tower Classes: Machine Gun, Shockwave, Laser, Sniper, Artillery, Boost, & Mining Tower.
    • Enemy AI Classes: Tank, Healer, Runner, Ranged, & Tower Disabler.
    • Tower Abilities: Overdrive & Repair.
    • Global Abilities: Airstrike & Tower Guardians.
    • Automated resource allocation between waves provide players with the ability to Build, Upgrade, & Sell towers.
    • Main menu system that supports level selection & persistent map unlocks across multiple sessions.
    • Modular Grid Generators with drag & drop support to create grid cells for tower placement.
    • Loadout menu system that enables players to select towers at the start of each mission.
    • Supports spline based multi-lane paths & nav mesh based pathfinding system.
    • Object Pooling support for bullet projectiles to provide enhanced performance.


    Technical Details:

    • Modular components are employed throughout the toolkit to handle special functionalities & aid in the creation of new variations to existing entities with minimal coupling.
    • The Wave Manager allows complete customization of waves through parameters including Enemy Type, Number Of Units, Spawn Point, Spawn Delay, etc.
    • AI Spawn Points support precached & runtime generation of randomized spawning locations.
    • All default Tower attributes are stored in a centralized Tower Data Array & thus enables easy customization of said properties for all towers from a single location.
    • All information pertaining to the towers & abilities are displayed dynamically using a data-driven approach, thus eliminating the need for manual HUD modifications when adding/removing towers.
    • The Object 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.


    Supported Platforms: Windows

    Optimized for: Unreal Engine v4.20

    Current Version: 2.3.3


    Gameplay demo of the v2.2 edition of Tower Defense Starter Kit (Windows): https://www.dropbox.com/s/5ufyluixpz...20Demo.7z?dl=0


    Preview Screenshots:

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    Preview Video:



    Please feel free to leave your suggestions & feedback as it will definitely be valuable in improving the product in future updates. Alternatively, you can also reach me through the support email id: rohitmohan.k@outlook.com.
    Last edited by Stormrage256; 08-13-2018, 01:19 AM.
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    #2
    Additional Resources:


    Concept Overviews:

    1. Batched Wave Spawn Controller: https://unrealpossibilities.blogspot...it-basics.html (shared resource with FPS Tower Defense Toolkit)

    2. Weighted Wave Spawn Controller: https://unrealpossibilities.blogspot...-basics_2.html (shared resource with FPS Tower Defense Toolkit)

    3. Tower Manager: https://forums.unrealengine.com/show...l=1#post485950

    4. Enemy AI Classes: https://forums.unrealengine.com/show...l=1#post485985


    Tutorials:

    1. How to create a new level: https://unrealpossibilities.blogspot...orial-how.html

    2. How to change the Grid size: https://forums.unrealengine.com/show...l=1#post486034

    3. How to add new levels to the Level Selection Menu: https://forums.unrealengine.com/show...l=1#post627662

    4. How to create new Global Abilities: https://forums.unrealengine.com/show...l=1#post640606

    5. How to create custom Enemy Units: https://forums.unrealengine.com/show...l=1#post643330

    6. How to create custom Towers: https://forums.unrealengine.com/show...l=1#post688025


    Update Logs:
    Planned features for next update:

    - To be listed soon


    FAQ:

    Q: I'm trying to create a new level from scratch within the toolkit & have made placed all the necessary actors in the level by looking at the sample maps. However, I'm unable to get the Global Abilities working in my level. Is there any additional procedure that needs to be implemented in order to get them working on a new map?
    A: Yes, just make sure that steps mentioned in the following link are implemented: https://forums.unrealengine.com/show...l=1#post689302

    Q: I'm using the spline-based pathing system provided in the toolkit for my tower defense game. I noticed that the units only traverse along the XY plane. Is there any way to make them travel in the Z direction (for example, going over hills) as well? I've already tried raising up the spline paths, but that did not create the intended result.
    A: The spline-based pathing system, by default, enables movement only in the XY plane. However, you can make it move in the up/down direction by making a couple of small changes within the 'Move Along the Spline' function of BP_EnemyAI_Parent' blueprint as explained in the following posts:
    Last edited by Stormrage256; 04-19-2018, 09:14 AM.
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    Comment


      #3
      The price is $29.99 not $24.99...

      Comment


        #4
        Originally posted by frostyshield View Post
        The price is $29.99 not $24.99...
        Hey frostyshield, could you just double check on that. I'm seeing $24.99 at my end.
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          #5
          Tower Defense Starter Kit Basics: Tower Manager

          The Tower Manager class handles spawning & destruction of towers at runtime. It also maintains & updates information about the list of towers available to the player within the level.

          The Tower Manager have a few globally exposed variables that control the core functionality of the toolkit:

          1. The variable 'TowerHeight' determines the spawn location Z offset relative to the ground location [Grid Generator] at that point.

          2. The variable 'MaxNumberOfTowerTypes' specifies the maximum number of towers that can be selected by the player from the Loadout menu.

          3. The variable 'SelectTowersAtLevelStart?' determines if the player can manually select towers at the start of a level. If this is set to false, all towers specified in the Tower Data Array will be available to the player.

          4. The variable 'TowerConstructorButtonStartingAngle' determines the starting angle [widgets allocated equidistantly along a circle] of the interactive buttons within the Tower Constructor widget. Since the Tower Constructor widget is created dynamically based on the towers/tower functions available to the player, this value gives control to the designer over how the menu is laid out. Setting this value to '90.0' ensures that the first child widget within the Tower Constructor will be aligned at the topmost part of the circle, while other child widgets are placed along regular intervals around the perimeter based on how many of these widgets need to be created.
          Last edited by Stormrage256; 08-18-2016, 01:24 PM.
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            #6
            Tower Defense Starter Kit Basics: Enemy AI

            The Tower Defense Starter Kit has 4 different types of enemy AI bots: Healer, Ranged, Runner & Tank. They're all derived from the parent class 'BP_EnemyAI_Parent', which houses the core logic for all types of enemy bots. These include:

            - Moving toward the Exit Point [both navmesh & spline path based].
            - Event driven HUD stats updates [if the mouse cursor is centered on the actor]
            - Handling damage receive events & 3D Health bar updates.
            - Turning to face a target.
            - Set threat rating & max health based on the active wave cycle.
            - Update calls to wave manager when the bot is destroyed.

            All creeps can do damage against the player upon reaching the Exit Point actor, irrespective of whether they can target the towers or not.

            1. Healer: The Healer bot is a slow moving support unit that uses it's AoE Heal ability to heal all creeps in range. It does not posses any offensive capabilities & hence cannot target the towers.

            2. Ranged: The Ranged bot is a slow moving offensive unit that uses ranged attacks against towers in it's range. It uses a combination of distance, angular & line trace checks to identify targets along it's path at regular intervals.

            3. Runner: The Runner bot is a fast moving unit with low health that uses it's high speed to bypass towers, especially when spawned in large numbers. It does not posses any offensive capabilities & hence cannot target the towers.

            4. Tank: The Tank bot is an extremely slow moving unit with a large pool of hit points that can withstand lots of damage. It does not posses any offensive capabilities & hence cannot target the towers.
            Last edited by Stormrage256; 08-18-2016, 01:24 PM.
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            Comment


              #7
              Great looking toolkit! I've been waiting for something like this since UE4 launched. I'll likely purchase this in the next few days. Are you planning on making this toolkit mobile friendly?

              I also have some requests for tower types:

              Cannon/Catapult - A tower that flings projectiles in an arc to the target with splash damage
              Resource tower - A tower that provides a flow of resources when you build it.
              Neapolitan Studios
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                #8
                Originally posted by tanka2d View Post
                Great looking toolkit! I've been waiting for something like this since UE4 launched. I'll likely purchase this in the next few days. Are you planning on making this toolkit mobile friendly?

                I also have some requests for tower types:

                Cannon/Catapult - A tower that flings projectiles in an arc to the target with splash damage
                Resource tower - A tower that provides a flow of resources when you build it.
                Hey tanka2d, thanks & good to see you again. I'm planning to use the first few updates to add more features that are commonly found in tower defense games. For example, the first update will focus on a tower selection menu & new towers. Later on, I'd like to add a perks menu & new creep types as well.

                I would definitely like to try out mobile support in the future, but I have not worked on mobile UE4 projects till now. As a result, it's not part of the planned updates yet, but maybe a few updates down the line, I will experiment with it & confirm that.

                As for the towers, thanks for the suggestions. The Resource tower will be added in the first update & I will try to include a catapult tower as well.

                If you have more ideas, keep em coming. I want to use this toolkit to try out ideas that don't fit well with the FPS Tower Defense Toolkit.
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                  #9
                  Tower Defense Starter Kit Tips #1: How to change the Grid size

                  The default dimensions of an individual grid cell in Tower Defense Starter Kit is 400 units [both in x & y directions in the local space of the parent grid generator]. However this can be easily altered based on the requirements of the user.

                  The Grid Manager actor has a user defined float variable termed 'Grid Size' exactly for this purpose. The 'Grid Size' variable can be modified to change the grid cell dimensions of all grid generators present in the level, thus saving the trouble of going to each & every grid generator to change it's properties. In order for the change to be registered across all the grid generators, open up the 'BP_GridGenerator' blueprint & recompile it. Doing so will run it's construction script once again with the updated attributes which will be reflected in all the grid generator actors in the level.

                  [Please note that the towers would still retain their original dimensions as the default tower meshes are clearly only intended to be prototypes. To change their dimensions, you could just go to the tower meshes in the 'Meshes' folder and then open up the towers and change their build size according to the requirements.

                  Click image for larger version

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                  Last edited by Stormrage256; 08-18-2016, 01:28 PM.
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                    #10
                    Originally posted by Stormrage256 View Post
                    Hey frostyshield, could you just double check on that. I'm seeing $24.99 at my end.
                    Click image for larger version

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                    Just took that now :P

                    Also would this be a good system for a MOBA?, How would one go about making a "minion" so to speak with the values of a tower? so its like a movable tower?

                    Comment


                      #11
                      I ended up buying this last night and I am very much enjoying it, it's very easy to customize (and I'm no programmer).

                      Quick question though, is there an easy way to add boundaries for your camera movement? At the moment it seems to scroll on indefinitely. When I've done this in the past I've used invisible collision boxes as boundaries, but your setup is a little different. It looks like there might be some boundary variables in the player pawn blueprint? They don't seem to do anything though.
                      Neapolitan Studios
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                        #12
                        Originally posted by frostyshield View Post
                        [ATTACH=CONFIG]81906[/ATTACH]

                        Just took that now :P

                        Also would this be a good system for a MOBA?, How would one go about making a "minion" so to speak with the values of a tower? so its like a movable tower?
                        Epic had actually mentioned that it would be $29.99 after VAT. I'm guessing that it's specific to certain countries, but thanks for bringing that to my notice. I have updated that information in the pricing details.

                        I don't think it would be the best fit if you want to create a MOBA because then you would have to implement all the multiplayer aspects yourself. Since this toolkit is not designed with multiplayer support, it would mean that you would have to change some workflow to support replication. However I would suggest looking at this forum thread: https://forums.unrealengine.com/show...or-Marketplace. From what I've seen so far, it looks like something that I would buy if I want to learn how a MOBA works.

                        As for your second question, the towers aren't movable. You can however spawn them at any of the grid cells displayed in the map. Once spawned, you can choose to upgrade them or sell them. The minions on the other hand, spawn at the red markers & move toward the blue marker. You can check out this image from the first post to get a better idea: https://forums.unrealengine.com/atta...6&d=1456946470. So basically the towers keep attacking any minions that get in it's range.
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                          #13
                          Originally posted by tanka2d View Post
                          I ended up buying this last night and I am very much enjoying it, it's very easy to customize (and I'm no programmer).

                          Quick question though, is there an easy way to add boundaries for your camera movement? At the moment it seems to scroll on indefinitely. When I've done this in the past I've used invisible collision boxes as boundaries, but your setup is a little different. It looks like there might be some boundary variables in the player pawn blueprint? They don't seem to do anything though.
                          Glad to hear that you're enjoying it tanka2d.

                          I apologize for not adding a boundary for the camera movement. I will definitely add both collision based & math limit based boundaries in the first update. The boundary settings that you might have seen are for getting the edge scrolling parameters. They will auto adjust based on any resolution changes to the game.

                          But in the meantime, you can add it to your level by adding a collision component within your player pawn. Then create a new object channel like saw 'PlayerPawn' & set this collision component to that type. Now add collision boxes outside the boundaries & set it's collision settings to block the 'PlayerPawn' objects.
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                            #14
                            Tower Defense Starter Kit Sample Maps Gameplay Preview:

                            Sample Map #1

                            This map demonstrates the use of Unreal Engine's default static nav mesh based pathfinding with the Tower Defense Starter Kit.




                            Sample Map #2

                            This map demonstrates the working of user defined multi lane spline based path control in the Tower Defense Starter Kit.

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                              #15
                              Originally posted by Stormrage256 View Post
                              But in the meantime, you can add it to your level by adding a collision component within your player pawn. Then create a new object channel like saw 'PlayerPawn' & set this collision component to that type. Now add collision boxes outside the boundaries & set it's collision settings to block the 'PlayerPawn' objects.
                              I'm having trouble doing this, I've done similar things before but for some reason the playerpawn continually goes over the boundary.

                              Any ETA on the first update?
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