Wednesday, November 23, 2016

Top Down Stealth Toolkit v1.4 Update Change Log

The v1.4 update for Top Down Stealth Toolkit has gone live on the Unreal Engine Marketplace: https://www.unrealengine.com/marketplace/top-down-stealth-toolkit


v1.4 Update Summary:


1. Added two new weapons: Handgun & Silenced Handgun, thus providing the option to destroy AI bots instead of just temporarily disabling them. The implementation is handled through the Weapon Targeting System component introduced in the last update. Both these weapons functioning almost identically, with the exception that the Handgun produces a loud noise that could alert nearby patrol bots.

2. Since the aforementioned weapons introduce the possibility of AI bots being destroyed, the update introduces a new class of actors that act as replicas for the destroyed bots without the performance cost of the real bots that they replace. These Defunct Replica Bots are spawned with the same physical state as the original.

3. Added a new actor component 'Distress Signal Broadcaster' that can be added to any incapacitated bots or dead bot replicas, in order to alert nearby AI bots that are capable of responding to it. For example, an incapacitated patrol bot will use this component to continuously search for other patrol bots that are capable of reviving it. Once a suitable entity has been detected, it will be tasked with reviving the incapacitated bot.

4. Added a basic Main Menu system.

5. Moved the waypoint calculation logic for patrol bots to the new actor component 'BPC_PatrolWaypointSystem'.

6. Added Motion Sensors that can detect player movement & trigger alarms to alert nearby patrol bots.


Note: All changes within the blueprints are marked with the boolean variable 'Version1.4' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:



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Changes in the Content Browser:

- New actor components: BPC_DistressSignalBroadcaster & BPC_PatrolWaypointSystem.

- New blueprint interfaces: BPI_DistressSignalBroadcast & BPI_DistressSignalResponse.

- New actor blueprints: BP_DefunctCameraBotReplica, BP_DefunctPatrolBotReplica, BP_DefunctTurretBotReplica, & BP_MotionSensor.

- New static mesh: SM_MotionSensor.

- New material instance: MI_Basic_Red.

- New map: MainMenuMap.

- Added new entries to enum 'EWeapons'.

- Added new widget blueprint: Widget_MainMenu.


For more details about the Top Down Stealth Toolkit, check out the official Unreal Engine forum support thread at: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit

Tower Defense Starter Kit Tutorial: How to add new levels to the Level Selection Menu

The Tower Defense Starter Kit comes equipped with a level selection menu that enables players to choose from a list of levels as shown below:



The toolkit contains three playable maps & one main menu map by default, & supports usage of new custom maps as well. The following steps go over the process of adding your own custom levels into the toolkit:

1. Create a new custom level from the Content Browser.

2. Open the 'BP_GameInstance' blueprint within the Blueprints folder & select the variable 'LevelDataArray'. It should have four entries by default: one for the main menu & three for the sample maps. To add our new custom map, first add a new element to this array.

Each element of this struct array contains the following attributes: ID, ScreenName, FileName, Image, & Unlocked. The ID is used to set the level number, starting with '0' for the main menu level. It is not used for any calculations & serves only to provide a means for classification of levels. The ScreenName determines the name that would be displayed for the corresponding entry in the level selection menu. The FileName is used to store the address of the level asset. The Image is used to display a preview shot of the map within the level selection menu, & the Unlocked attribute determines if the level would be unlocked by default. If it isn't, it will be unlocked, as soon as the player completes the level linked to the previous entry within the Level Data Array.

3. Fill out the attributes mentioned above for the new level data element. Make sure to copy the name of the new custom map asset within the content browser & paste it into the FileName attributes. Here is a sample entry for a new level that I created:



4. Now close the project & delete the 'Saved' folder within the project folder. This ensures that the changes made to the Level Data Array do not get overridden by information specified in an existing save game file.

5. Now open the project, open up the main menu level from the 'Maps' folder within the Content Browser, & launch an instance of the game. The level selection menu will now display information about the new level, provided that it's been set to Unlocked. Here is a sample screenshot with the new custom level:


Monday, November 7, 2016

FPS Tower Defense Toolkit v1.9 Update Change Log

The v1.9 update for FPS Tower Defense Toolkit has gone live on the Unreal Engine Marketplace: https://www.unrealengine.com/marketplace/fps-tower-defense-toolkit

Free playable demo for the updated version of the toolkit is now available for download at: https://www.dropbox.com/s/sryobzdcejf9ohw/FPS%20Tower%20Defense%20Toolkit%20Sample%20Game%20Demo.7z?dl=0

v1.9 Update Summary:


1. This update introduces a new Mission Stats system that provides the following information at the end of a level: 
- Damage inflicted by the player/towers
- Kills scored by player/towers.

The stats are collected through the 'Game Stats Updater' component which then sorts through the information & relays it over to the Game State. This information is later retrieved while displaying the mission summary screen as depicted in the sample screenshot below:


2. A basic Main Menu system has been added to the toolkit.


Note: All changes within the blueprints are marked with the boolean variable 'Version1.9' in order to easily identify the workflow changes introduced with this update, while comments describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:



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Changes in the Content Browser:

- Added new actor component: BPC_GameStatsUpdater.

- Added new widget: Widget_MainMenu.

- New item added to enum 'EHUDState'.


For more details about the FPS Tower Defense Toolkit, check out the official Unreal Engine forum support thread at: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit