Tower Defense Starter Kit

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

  • Supported Platforms
  • Supported Engine Versions


Gameplay Demo:

Support Thread:

Tutorials/Concept Overviews:


• Top Down Camera system with panning, edge scrolling & smooth/step zoom support.

• 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.

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

• An automated XP management system that facilitates experience gain & leveling up of towers.

• 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.

Preview Video:

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.

• Variables are categorized into 'User Defined' & 'Automatically Set' to facilitate identification of 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 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 & 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.

Intended Platform: Windows



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