Advanced Turn Based Tile Toolkit

Knut Overbye - Blueprints - Feb 18, 2015

Provides everything needed to start making your own turn-based strategy or tactics game on a grid.

  • Supported Platforms
  • Supported Engine Versions
    4.6 - 4.27, 5.0 - 5.4
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.
Watch the Trailer 🎥

The result of more than eight years of consistent updates and improvements, this toolkit is jam packed with features that can lay the ground work for all sorts of turn-based tactics and strategy games.


There are hours of video tutorials, multiple example projects demonstrating various genres and an active Discord community to help get you started. Everything is made using well-organized, commented blueprints, making customizing the system possible even for non-programmers.


Join the Discord Server <- For Questions and Support

Tutorial Playlist | Changelog | Support Thread


Features:

• Grid based path finding with variable movement cost.

• Supports square and hexagonal grids, as well as multi-level, overlapping grids.

• Fully realized top down camera with mobile and keyboard support

• Build levels directly in the UE4 viewport, either through drag and drop or through an automatic algorithm.

• Intelligent, tactical AI.

• Visibility system.

• Supports large grids (up to ~10,000 tiles by default, with ways to extend further.)

• Advanced turned based tactics example map, with a cover and stealth system.

• Tactical RPG map.

• Stat and status effect system

• Top-down 2D dungeon crawler map, with fog of war and consumable items.

• Fully networked multiplayer.

• Designed to be flexible and allow for many types of TBS games.


Orbital Market link

(Orbital Market is a fast search engine for the Unreal Engine Marketplace)


Contact: Through the support thread, Discord or e-mail [email protected]

Technical Details

Grid based logic is in the Grid Manager blueprint. This includes visibility and pathfinding. The Grid Manager generates a grid when it is placed in the viewport. Turn order is managed by Turn Manager blueprints. Input is done through the PlayerController, sent through modular ability blueprints, also used to drive AI. Top down camera controls are contained in BP_GridCamera.

The framework contains some very simple meshes and materials, intended as placeholders for your own meshes and materials. Most included meshes have less than 30 Tris. All have less than 100.

Example maps use creative commons and Epic assets. They are included, but are also available elsewhere. The 2D map uses a spritesheet that is licenced under CC0, 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). This 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). The stratgy RPG map uses a tree, rock, sword and monster model from Epic's Infinity Blade packs as well as animations from Epic's Paragon characters.


Intended Platform: Desktop, Mobile