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
    4.12 - 4.16

Description


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

Video: www.youtube.com/watch?v=CXq1zq7FGj0&list=PLMrUFryxCzn6fhL-pzjKy4HRAkYVzIuPg&index=1

Features:

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

Seven types of Towers: MachineGun, Shockwave, Laser, Sniper, Artillery, Boost, & Mining Tower.

Five types of Enemy AI: Tank, Healer, Runner, Ranged, & Tower Disabler.

Tower Abilities: Overdrive & Repair.

Global Abilities: Airstrike & Tower Guardians.

Three types of AI Wave Generation systems, with support for endless waves & repeating wave cycles with dynamically escalating difficulties.

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

Supports custom spline based multi-lane paths as well as the default nav mesh based pathing system. Sample maps included to demonstrate the working of each type of system.

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

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

A Main menu system that supports level selection & persistent map unlocks across multiple sessions.

More details at: forums.unrealengine.com/showthread.php?102675-Tower-Defense-Starter-Kit-Support-Thread

Technical Details


The Wave Manager allows complete customization of waves through parameters like EnemyType, NumberOfUnits, SpawnPoint, SpawnDelay, etc.

Data driven approach through user defined arrays enable easy customization of the Towers, Tower Abilities, & Global Abilities.

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

The Enemy/Tower/Tower Guardian AI & Tower/Global Abilities are driven through modular components, thus facilitating the creation of new types of AI bots & abilities with ease.

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

The Player Controller acts as a conduit for all low level HUD update requests, while the Game Instace & HUD classes manage high level HUD changes.

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 retrieve references to core gameplay actors from all blueprints.

All static Tower parameters are store in a centralized Tower Data Array, thus requiring only dynamic parameters such as DPS, Range, etc to be stored in the tower actors.

The Tower Selection menu is populated dynamically based on information specified in the Tower Data Array, thus eliminating the need for manual HUD changes when adding/removing towers.

Intended Platform: Windows

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