지금 퀵셀 메가스캔 애셋을 무료로 받으세요!

TopDown Toolkit

Indygoof - 11월 25, 2014
29
별 5개 중 4.31개(평점 29개)
  • 72%
  • 3%
  • 14%
  • 3%
  • 7%

Toolkit for creating TopDown games including a camera, enemy behavior tree and basic skills

  • 지원 플랫폼
  • 지원 엔진 버전
    4.12 - 4.25
  • 다운로드 유형
    전체 프로젝트
    이 제품은 언리얼 엔진 프로젝트 전체 폴더와 함께 환경 설정 파일, 콘텐츠 파일 및 .uproject 파일을 포함하고 있으며 새로운 프로젝트를 생성할 때 템플릿으로 사용할 수 있습니다.

The TopDown Toolkit contains the following functionality:


- Configurable TopDownCamera

- Playercontroller with basic skills

- Player navigation through click-to-move

- Skill activation through left or right mouse click

- Configurable enemies (melee/ranged/patrolling/etc)

- Behavior Tree for enemy behavior

- OnMouseOver highlighting of enemies

- Sample AnimationBlueprint(s)

- Melee, Firebolt and Icebolt (can freeze player) sample skills

- Waypoint system for patrolling enemies

- Enemy can be configured to use PawnSensingComponent, which enables

sight cone and hearing the player

- sample stealth mode (through crouching) to not be heard by enemies

- Sample level which demonstrates all features


For support, please send a mail to office@indygoof.net

기술적 세부사항

Designed for all platforms

Camera is done through PlayerCameraManager with the following features:
- Zooming in and out
- smooth zooming yes/no
- smooth zoom factor
- rotation through i.e. middle mouse button in all directions
(pitch/yaw)
- clamping of rotation to min and max values (pitch and yaw)
- snapback of camera rotation to. original settings yes/no
- snapback smoothing factor
- possibility to set a different target to view than the current
player from outside (i.e. playercontroller, level blueprint, etc)
- configurable camera lag

Sample PlayerController containing the following features:
- click to move
- highlighting of enemies on mouseover (through rendercustomdepth)
- highlighting of player if behind a wall or anything that blocks sight
- target click coordinate detection based on a virtual plane on
height of the player (instead of tracing the first hit, so a click into
"nothing" is also supported)

Basic EnemyController utilizing a behaviourtree with the following settings:
- aggroRange
- isMelee
- meleeRange
- isRanged
- rangedRange
- rangedSkill
- shouldChasePlayer
- shouldPatrol
- waypointgroup
- waittimebetweenwaypoints

Waypoints are basically implemented, AI that has a group of waypoints
assigned will go to one after another utilizing the navmesh inbetween
(useful for patrolling).