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Tower Defense Starter Kit for Unreal Engine Marketplace

The Tower Defense Starter Kit is a pure blueprint framework that enables quick & easy creation of Tower Defense games. The toolkit is now available in the Unreal Engine Marketplace for $29.99: https://www.unrealengine.com/marketplace/tower-defense-starter-kit

Preview Screenshots:




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 …
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Top Down Stealth Toolkit Tutorial: How to control the AI Perception model for AI agents

The following information is based on the v2.0 edition of Top Down Stealth Toolkit & hence may not remain entirely relevant in later versions. For more information about the toolkit, check out the official support thread in the Unreal Engine forums: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit


The Top Down Stealth Toolkit uses a custom Perception system to evaluate potential threats for the AI agents. It's user defined properties can all be edited through the component details panel from the owning blueprint, thus facilitating creation of different threat perception models for different types of AI agents. This tutorial will go over the basic parameters that control the working of this system.



Visual Perception Data:

1. IsVisualPerceptionEnabled?: Determines if the agent can use Visual Perception to perceive stimuli.
2. Vision Range: Determines the direct line of sight range.
3. HalfVisionAngle: Determines the half angle for the agent's cone of …

Top Down Stealth Toolkit Tutorial: How to create a new custom Interest Stimulus

The following information is based on the v2.0 edition of Top Down Stealth Toolkit & hence may not remain entirely relevant in later versions. For more information about the toolkit, check out the official support thread in the Unreal Engine forums: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit]

The v2.0 update for Top Down Stealth Toolkit introduced a dedicated stimulus driven AI perception system. This tutorial will go over the process of using the aforementioned system to create a new Interest stimulus from scratch.


The base attributes for Interest stimuli are controlled through the 'InterestStimulusDataArray' in BP_AISensoryManager class. Each element of the struct array contains details about a specific type of Interest & hence provide an avenue for easily customizing it's properties. Before going into the actual process of creating a new Interest, I'll provide a brief description of the various parameters that control that co…

Top Down Stealth Toolkit Basics: AI Perception

The v2.0 update for Top Down Stealth Toolkit introduced a custom component driven AI Perception system tailored specifically for implementation in Stealth games. This system uses a combination of four different perception models to evaluate threats based on the new Stimulus model introduced in the update.

Perception Models:

1. Visual Perception: Using a combination of distance, angular, & line trace checks, the Visual Perception enables an AI agent to detect stimuli within it's direct line of sight range. It is capable for sensing Target stimuli as well as certain types of Interest stimuli like Incapacitated & Defunct allies.

2. Aural Perception: The Aural Perception enables an AI agent to perceive & track noises created in the vicinity. It factors in the Loudness of a noise while performing the distance check operation, in order to gauge the relevance of the stimulus. This ensures that louder noises can potentially be heard by an agent, even if it was created outside the…

Top Down Stealth Toolkit Basics: Stimulus Types

The v2.0 update for Top Down Stealth Toolkit introduces a new Stimulus generation system that will enable the users to easily customize & add new types of perceivable events for the AI agents. Inspired by the AI Threat Detection system used in the 2D Stealth game - Mark of the Ninja, the stimuli are primarily divided into two categories: Targets & Interests.

The Target Stimuli represent the highest level of threats that can be perceived by the enemy AI. Once an agent has acquired a target, it will focus all it's attention on the said stimulus, with complete disregard for anything else until the target actor manages to evade it's line of sight. The Player Character is an example of an entity that registers itself as a target stimulus.

The Interest Stimuli on the other hand, represent cases that require some level of preemptive investigation before an agent can make further decisions. These are more varied due to the multitude of attributes that define them (more on this t…