FPS Tower Defense Toolkit

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The FPS Tower Defense Toolkit is a pure blueprint framework that enables quick & easy creation of Tower Defense games with a First-person Shooter perspective.

  • Supported Platforms
  • Supported Engine Versions


Gameplay Demo: https://goo.gl/y3FxUJ

Support Thread: https://goo.gl/mBqNPL


• Basic FPS Movement & Combat.

• Seven types of Towers: Tower Base, Shockwave Tower, Machine Gun Tower, Laser Tower, Sniper Tower, Boost Tower & Trap.

• Nine types of Weapons: Assault Rifle, Shotgun, Sniper Rifle, Railgun, Laser Rifle, Scatter Laser, Plasma Rifle, Seeker Rifle, & Arc Rifle.

• Three classes of Enemy AI: Core Bomber, Melee Bot & Ranged Bot.

• Multiple types of AI Wave Spawning systems, with support for both Endless waves & repeating wave cycles with dynamically escalating difficulties.

• A Focus Fire system that enables the player to instruct towers to focus fire on a designated target.

• Automated resource allocation between waves provide players with the ability to Build, Upgrade, & Sell towers.

• A Mission Stats Display system that tracks the damage & kill stats information for both players & towers.

• Dynamically updating splines display optimal navigational paths from enemy AI spawn points to the Power Core.

• Includes a loadout menu at the level start with player driven tower selection.

• Object Pooling support for bullet projectiles to provide enhanced performance.

• Modular Grid Generators with drag & drop support to create grid cells for tower placement.

Preview Video: https://goo.gl/Vf5CSr

Technical Details

• The Wave Manager allows complete control over waves through parameters including Enemy Type, Number Of Units, Spawn Point, Spawn Delay, etc.

• Modular components are employed throughout the toolkit to handle special functionalities & aid in the creation of new variations to existing entities with minimal coupling.

• Variables are categorized into 'User Defined' & 'Automatically Set' to easily identify customizable parameters.

• The Game Mode handles initialization of all core gameplay actors from a single centralized location using a linear workflow design.

• The Player Controller acts as a conduit for all low-level HUD update requests, while the Game Instance & HUD classes manage high-level HUD state modifications.

• AI Spawn Points support both precached & runtime generation of randomized spawning locations.

• Event-driven logic used predominantly over continuously ticking services for HUD updates.

• Blueprint function library employed to easily obtain references to core gameplay actors from all blueprints.

• 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 are displayed dynamically using a data-driven approach, thus eliminating the need for manual HUD modifications when adding/removing towers.

• The Grid Generators support grid snapping & 360-degree rotational freedom. This facilitates placement of towers & traps on inclined surfaces & walls.

• 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.

Intended Platform: Windows



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