Advanced Turn Based Tile Toolkit v3.3.1 (4.27, 5.0) 高级基于转弯的图块工具包,提供开始在网格上制作你自己的回合制战略或战术游戏所需的一切。作为八年多持续更新和改进的结果,这个工具包充满了各种功能,可以为各种回合制战术和战略游戏奠定基础。有几个小时的视频教程,演示各种类型的多个示例项目和一个活跃的Discord社区来帮助您开始。所有的东西都是使用组织良好的、经过评论的蓝图制作的,使得非程序员也可以定制系统。
特点:
可变移动成本的基于网格的路径查找。
支持正方形和六边形网格,以及多级重叠网格。
完全实现的自上而下摄像头,支持移动和键盘
通过拖放或通过自动算法,直接在UE4视口中构建关卡。
智能的战术人工智能。
能见度系统。
支持大网格(默认情况下高达约10,000个图块,并且可以进一步扩展。)
高级回合制战术示例地图,带有掩护和隐形系统。
战术火箭弹地图。
统计和状态影响系统
自上而下的2D地牢地图,带有战争迷雾和消耗品。
完全联网的多人游戏。
设计灵活,支持多种类型的TBS游戏。
技术细节
基于网格的逻辑在网格管理器蓝图中。这包括能见度和寻路。栅格管理器在将栅格放置在视口中时生成栅格。Turn订单由Turn Manager蓝图管理。输入通过PlayerController完成,通过模块化能力蓝图发送,也用于驱动AI。自上而下的相机控件包含在BP_GridCamera中。
这个框架包含了一些非常简单的网格和材质,作为你自己的网格和材质的占位符。大多数包含的网格小于30个Tris。都不到100。
示例地图使用知识共享和Epic资源。它们包括在内,但也可以在其他地方获得。2D地图使用了CC0许可的spritesheet,可以免费用于商业用途,无需注明出处。这些精灵不是我创造的,可以免费下载(https://opengameart . org/content/dungeon-crawl-32x 32-tiles)。这个示例游戏还包括Jon Lunde创作的音乐。如果你想了解更多,这里有一个链接指向他的Soundcloud:https://soundcloud.com/marengs.战术游戏示例使用了Invulse games的3D模型(https://www . Reddit . com/r/gamedev/comments/36 km9u/200 _ completely _ free _ mobile _ scifi _ RPG _ assets _ ue4/),以及来自game-icons.net的图标。具体图标由Delapouit(十字准星)、Skoll(足迹)和Lorc(其余)制作。stratgy RPG地图使用了Epic的Infinity Blade packs中的树、岩石、剑和怪物模型,以及Epic的Paragon角色的动画。
目标平台:桌面、移动
• Grid based path finding with variable movement cost.
• Supports square and hexagonal grids, as well as multi-level, overlapping grids.
• Fully realized top down camera with mobile and keyboard support
• Build levels directly in the UE4 viewport, either through drag and drop or through an automatic algorithm.
• Intelligent, tactical AI.
• Visibility system.
• Supports large grids (up to ~10,000 tiles by default, with ways to extend further.)
• Advanced turned based tactics example map, with a cover and stealth system.
• Tactical RPG map.
• Stat and status effect system
• Top-down 2D dungeon crawler map, with fog of war and consumable items.
• Fully networked multiplayer.
• Designed to be flexible and allow for many types of TBS games.
Technical Details
Grid based logic is in the Grid Manager blueprint. This includes visibility and pathfinding. The Grid Manager generates a grid when it is placed in the viewport. Turn order is managed by Turn Manager blueprints. Input is done through the PlayerController, sent through modular ability blueprints, also used to drive AI. Top down camera controls are contained in BP_GridCamera.
The framework contains some very simple meshes and materials, intended as placeholders for your own meshes and materials. Most included meshes have less than 30 Tris. All have less than 100.
Example maps use creative commons and Epic assets. They are included, but are also available elsewhere. The 2D map uses a spritesheet that is licenced under CC0, which is free to use for commercial use without attribution. These sprites were not created by me and can be downloaded for free (https://opengameart.org/content/dungeon-crawl-32×32-tiles). This example game also includes music created by Jon Lunde. If you want to hear more, here is a link to his Soundcloud: https://soundcloud.com/marengs. The tactical game example uses 3D models by Invulse games (https://www.reddit.com/r/gamedev/comments/36km9u/200_completely_free_mobile_scifi_rpg_assets_ue4/), as well as icons from game-icons.net. The specific icons were made by Delapouit (crosshair), Skoll (footsteps) and Lorc (the rest). The stratgy RPG map uses a tree, rock, sword and monster model from Epic’s Infinity Blade packs as well as animations from Epic’s Paragon characters.
Intended Platform: Desktop, Mobile
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