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FPS Tower Defense Toolkit 02/Mar/2018 Price: € Description Gameplay Demo: Thread: Basic FPS Movement & Seven types of Towers: Tower Base, Shockwave Tower, Machine Gun Tower, Laser Tower, Sniper Tower, Boost Tower & Nine types of Weapons: Assault Rifle, Shotgun, Sniper Rifle, Railgun, Laser Rifle, Scatter Laser, Plasma Rifle, Seeker Rifle, & Arc Three classes of Enemy AI: Core Bomber, Melee Bot & Ranged Multiple types of AI Wave Spawning systems, with support for both Endless waves & repeating wave cycles with dynamically escalating A Focus Fire system that enables the player to instruct towers to focus fire on a designated Automated resource allocation between waves provide players with the ability to Build, Upgrade, & Sell A Mission Stats Display system that tracks the damage & kill stats information for both players & Dynamically updating splines display optimal navigational paths from enemy AI spawn points to the Power Includes a loadout menu at the level start with player driven tower Object Pooling support for bullet projectiles to provide enhanced Modular Grid Generators with drag & drop support to create grid cells for tower Video: Technical Details: - The Wave Manager allows complete control over waves through parameters including Enemy Type, Number Of Units, Spawn Point, Spawn Delay, Modular components are employed throughout the toolkit to handle special functionalities & aid in the creation of new variations to existing entities with minimal Variables are categorized into 'User Defined' & 'Automatically Set' to easily identify customizable The Game Mode handles initialization of all core gameplay actors from a single centralized location using a linear workflow 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 AI Spawn Points support both precached & runtime generation of randomized spawning Event-driven logic used predominantly over continuously ticking services for HUD Blueprint function library employed to easily obtain references to core gameplay actors from all 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 All information pertaining to the towers are displayed dynamically using a data-driven approach, thus eliminating the need for manual HUD modifications when adding/removing The Grid Generators support grid snapping & 360-degree rotational facilitates placement of towers & traps on inclined surfaces & 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 Platform: Windows Asset Store Marketplace Unreal Unity Manufactured by: 4.18 Product ID: 76201 30 1 3 3 5 1

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FPS Tower Defense Toolkit(exclu)


uploaded by Anon_240 , Last change: 02-03-2018
Published: , Price: 30 USD - Size: 26.41 MB

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Price: € 31.58 Description Gameplay Demo: https://goo.gl/vrsRAASupport Thread: https://goo.gl/mBqNPLFeatures:• Basic FPS Movement & Combat.• Seven types of Towers: Tower Base, Shockwave Tower, Machine Gun Tower, Laser Tower, Sniper Tower, Boost Tower & Trap.• Nine types of Weapons: Assault Rifle, Shotgun, Sniper Rifle, Railgun, Laser Rifle, Scatter Laser, Plasma Rifle, Seeker Rifle, & Arc Rifle.• Three classes of Enemy AI: Core Bomber, Melee Bot & Ranged Bot.• Multiple types of AI Wave Spawning systems, with support for both Endless waves & repeating wave cycles with dynamically escalating difficulties.• A Focus Fire system that enables the player to instruct towers to focus fire on a designated target.• Automated resource allocation between waves provide players with the ability to Build, Upgrade, & Sell towers.• A Mission Stats Display system that tracks the damage & kill stats information for both players & towers.• Dynamically updating splines display optimal navigational paths from enemy AI spawn points to the Power Core.• Includes a loadout menu at the level start with player driven tower selection.• Object Pooling support for bullet projectiles to provide enhanced performance.• Modular Grid Generators with drag & drop support to create grid cells for tower placement.Preview Video: https://goo.gl/Vf5CSr


Technical Details: • The Wave Manager allows complete control over waves through parameters including Enemy Type, Number Of Units, Spawn Point, Spawn Delay, etc.• Modular components are employed throughout the toolkit to handle special functionalities & aid in the creation of new variations to existing entities with minimal coupling.• Variables are categorized into 'User Defined' & 'Automatically Set' to easily identify 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 both 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 are displayed dynamically using a data-driven approach, thus eliminating the need for manual HUD modifications when adding/removing towers.• The Grid Generators support grid snapping & 360-degree rotational freedom.
This facilitates placement of towers & traps on inclined surfaces & walls.• 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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Anon_3729 + - date: 2019/04/04 : 12:56:24am - Version: 4.18
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