Advanced Turn Based Tile Toolkit

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This blueprint provides all the basic components needed to start making your own turn based strategy game.

  • Supported Platforms
  • Supported Engine Versions
    4.6 - 4.16

Description


Support Thread: https://forums.unrealengine.com/showthread.php?60108-Advanced-Turn-Based-Tile-Toolkit-SUPPORT
Tutorial videos: youtube.com/watch?v=4ePRJ7L51QE

This blueprint provides all the basic components needed to start making your own turn based strategy game. It supports both square and hexagonal grids and includes systems for visibility, camera control and AI. Levels can be built directly in the viewport through drag and drop or automatically generated on top of the underlying terrain. Everything is made using well-organized, commented blueprints, making customizing the system possible even for non-programmers. Hours of tutorial videos lets you master the toolkit in no time. The toolkit is designed to be as flexible as possible, and is a great starting point for many types of turn based strategy games.

Features:
• Grid based path finding with variable movement cost.
• Supports square and hexagonal grids, as well as multi-level grids.
• Fully realized top down camera with mobile and keyboard support
• Build levels directly in the UE4 viewport, either through drag and drop or by having the toolkit procedurally generate a walkable grid on top of any terrain
• AI that can decide the optimal skill to use and the safest path to move
• Trace based visibility system
• Basic VR support
• Tactical combat example with activated abilities, a cover system and more.
• 2D dungeon crawler example.
• All grid math is calculated independently of any meshes, making you free to display levels however you want.

Technical Details


Most of the grid based logic is contained within the Grid Manager blueprint. This includes visibility, AI and pathfinding, which works independently of navmesh. The Grid Manager generates a grid when it is placed in the viewport. The turn based game structure is managed by ATBTT_GameMode, input by ATBTT_PlayerController and AI by ATBTT_AIController. Top down camera controls are contained in BP_GridCamera.

The framework contains some very simple meshes and materials, which are intended as placeholders for your own meshes and materials. The 24 included meshes contain few Tris and the 11 materials are simple colors without textures, causing minimal impact on performance as you are prototyping your game. Most included meshes have less than 30 Tris. All have less than 100.

Additionally two example games are included which use creative commons assets. They are included in the toolkit, but are also available elsewhere. The 2D dungeon crawler example uses a spritesheet that is licenced under creative commons zero, which is free to use for commercial use without attribution. These sprites were not created by me and can be downloaded for free (https://opengameart.org/content/dungeon-crawl-32x32-tiles). The example game also includes music created by Jon Lunde. If you want to hear more, here is a link to his Soundcloud: https://soundcloud.com/marengs. The tactical game example uses 3D models by Invulse games (https://www.reddit.com/r/gamedev/comments/36km9u/200_completely_free_mobile_scifi_rpg_assets_ue4/), as well as icons from game-icons.net. The specific icons were made by Delapouit (crosshair), Skoll (footsteps) and Lorc (the rest).

Intended Platform: Desktop, Mobile

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