A downloadable asset pack

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ALSv4 NPC and Dialog Interaction (UE4.26):
https://1drv.ms/u/s!AjojagQdMXqwgcjnYdYdjJv7rDpUp6w?e=hscixb

Centipede (UE5)
https://1drv.ms/u/s!AjojagQdMXqwgbmQMaVonnBrxDdx-4I?e=c4h6Xi

Player Character Sketch (UE4.26)
https://drive.google.com/file/d/1kFnMkJjb9D2ny5Gu3spDWDkpfaIYElvH/view?usp=sharing


1/05/2022

Revamped the BP_Typewriter actor to be more streamlined, add custom event functionality.

ALSv4 with Revamped Dialogue (GDrive)
Onedrive link


7/15/2021

ALSv4 with impact velocity against physics objects and laser light added to the Player's ALS_AnimMan_CharacterBP


6/19/2021

ALS v 4 with "Zombie" ragdoll example + NPC & Dialog BPs


3/13/2021

ALSv4 Workshop Download Link (4.26 blueprint project)

ALSv4 Workshop (UE 4.26) uses the latest version of the Advance Locomotion System by Longmire Locomotion, free on the UE4 marketplace. Improvements are always possible.


Blueprints of interest:

ALS_AnimMan_CharacterBP_Child

Actor that faces the player when overlapping its capsule, when optional Look At Range function (horizontal distance check) is met, or through actor reference interaction. Can face character with its body with extra neck/head movements option. Set the public pawn variable that this child actor will look at when the player is not interacting or in range.

Boolean Options:
Turn Head to Target?
Only Look on Interact?
Always Look Away?
Should Roam?

ALS_AI_Controller_Child

Disconnects behavior tree node, behavior functions have been migrated into the ALS_AnimMan_CharacterBP_Child blueprint, parent AI controller is unmodified.

ALS_AnimBP

Added an AND boolean in the "Look Towards Input To Look Towards Camera (rule) to disable/enable control of neck/head movement.

BP_MultiDialog_TypeW (actor blueprint)

Set this actor's public ALS_AnimMan_CharacterBP_Child reference to the actor in your level, making the referenced actor face the player and look away at the start and end of dialog, depending on AnimMan's boolean settings.

Known Issues:

The child actor's head movement is faster than  desired, there should be a curve or camera option to decrease speed.

There must be a better way to get the string of characters in a dialog, so the developer doesn't need to input the number of characters in a single dialog bubble, resulting in benign warnings.

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Thank you Kicked-in-Teeth for the excellent cursor hand,

https://kicked-in-teeth.itch.io/

1/29/2021

Workshop ALSv3 Download link (Heavy WIP,  UE 4.25.4 blueprint project)

New project files released for 3rd person games! This project is free for personal and commercial use, improvements are always possible.

WorkshopALSv3  is built on the Advanced Locomotion System (v3) by Longmire Locomotion, intended for use on the Sanitize video game project, it is meant to show one way of achieving different functions influenced by Dead Space and REmake style controls.

If this project helps give you a better understanding of UE4 blueprints, download and learn the newest and improved version of the locomotion system (ALS V4) for more options.

Includes Player control functions:

WASD movement
LMB - Fire
RMB - Aim
F - Melee
Q - Check Map/Stats mockup
Shift - Run
Space - Dodge Roll (Jumping can be enabled in the BP)
Weapon Cycle (Pistol, Shotgun, MIssile Launcher)
   

Assets used include:
ALS V3 Paragon
Scifi Weapons Dark
Assets from Unreal 4 learning and showcase projects


Roadmap (Planned, may transition to ALSV4):

3d widget GUI for health and ammo
Add death/respawn events
Additional melee functionality
Transferring post process/lighting examples used in Sanitize
3d widget map when pressing "Q" key
Add enemy examples
IK bones functionality














Update 1/11/20:

UE4:
Renaming your project file in BP or C++

Update 9/16/20
Added BP_MultiDialog_TypeW typewriter dialog bubble system.
Added
"000_OP3_SG" level streaming example, used in Omnibus Memento.

Update 7/10/20
Updated project to 4.25.1
Added BP_StarShower

Update 5/31/20
Updated project to 4.25
Added line tracing projectile example

Update 03/27/20
Added "Bird Form" and flying ability

Update 02/08/20:
Added Dash Ability

Update 12/23/19:
Added enemy UFO that can move and spawn base enemies.

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Table of Contents:

0. Dev Log
1. Summary, Roadmap
2. General Game Dev Tips
3. UE4 Game Dev Tips
4. Asset Resources


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Known Issues & Solutions:

If standalone preview window crashes with a DirectX error, make sure your graphics drivers are up to date.

If 2d Player is only lighting on one side, open the DefaultLitSpriteMaterial > Check mark Two Sided in the Details Window on the bottom left.

If full screen is not showing in "New Editor Window" preview mode, go to Edit > Editor Preferences > Play > Locate "Game Viewport Settings" tab and change to "New Viewport Resolution".



















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0. Dev Log

Points of interest in the Anthology Project:

BP_Player2D (2.5D movement, abilities, and interaction functions)
Player2D_Hud (Examples to display health, skill color/icon)
BP_BaseEnemy (2.5D movement, aggro, attack and death events)
BP_DialogActor (One-off and Multiple Dialog variations)
UI Folder (One method of a menu and options system)
BP_UFO_Spawner (Spawns enemies, found in Level 2)
BP_StarShower (Meteor shower effect)
BP_LogicExamples (Cooldown, Damage, left-and-right cycle examples.)
BP_Ornament (Change color event example, doesn't need tick)


000_Persistent (One way of doing level streaming, uses a game instance)
000_OP3_SG (Another way of level streaming, no game instance, references save slot)

Thoughts on 2.5D in UE4
It seems 2.5D pixel games must have anti-aliasing nearly disabled for sharper sprites, which means jagged edges for 3D models. Camera distance and angles can create a jarring effect if you desire a pixel-perfect look, but games come in both styles.

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1. Summary, Roadmap

Anthology (UE 4.25.1) is to help you learn one way of game design in UE4, improvements are always possible. This project will tackle some of the bare essentials for games today with modified examples from CC0 and CC-by assets, if you use any of the resources in this project, it is encouraged to credit the authors appropriately.


  The design of Anthology is to make a project as plug-in-and-play as possible. Player attributes like health, mana, skills, and currency are accessed through the game instance instead of depending on a player pawn. This should make it easier to quickly iterate and add new player characters and values.

What is included in the Anthology Project so far:

  • Menu system with save values, loading, and settings examples.
  • Level streaming and trigger system.
  • 2D Player Character with idle, run, throw, and hit reaction sprites.
  • Basic skill system
  • Health and Mana regen system.
  • Dialog system
  • Pick Up system.
  • Fade system for objects in front of characters.
  • Projectile, 2D Enemy, and NPC examples.

Roadmap:

  • Comprehensive documentation to modify project
  • Implementing Jacky's Radar System HUD.
  • More trigger events using dialog, switches, and currency 
  • In-depth Skills system
  • More blueprint and system functionality.



This project is made possible by:

Prototype Menu System by Rohit Kotiveetil  (Stormrage256)
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/...

House Models by Alok
https://sketchfab.com/alok.aks50

Cursor Hand by author Kicked-in-Teeth
https://kicked-in-teeth.itch.io/

Sign Sprites by Nikke
https://opengameart.org/content/sign-pack

Cute Monster Sprite Sheet by dogchicken
https://opengameart.org/content/cute-monster-sprite-sheet

Anthology v 1.01

Pixel Explosion by J-Robot
https://opengameart.org/content/pixel-explosion-12-frames

Explosion Animations by Jetrel
https://opengameart.org/content/explosion-animations

Spaceship by Stafford McIntyre
https://play.google.com/store/apps/details?id=edu.elon.honors.price.maker

496 Pixel Art Icons for Medieval/Fantasy RPG by Henrique Lazarini (7Soul1)
https://opengameart.org/content/496-pixel-art-icons-for-medievalfantasy-rpg

Anthology v 1.02
-

Anthology v 1.03

Animated Birds Character Sheet by Henrique Lazarini (7Soul1)

https://opengameart.org/content/update-animated-birds-character-sheet

Additional mesh and blueprint assets provided by Epic Game's Stylized Kingdom and Content Example projects.

Design, Implementation, additional art and programming by @AllenCayn
Free to use with appropriate crediting to respective artists.

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2. General Game Dev Tips

Game Ideas

Keep it simple for now. If you're a single person developer, it's probably not advisable for your first game ambitions to be an open world FPS MMO with a crafting, inventory, talent tree, loot and survival system. Try to think of some of your favorite games you play and how you can recreate that without these features; how did Portal 2 tells its emotional story and provide a fun experience without some of these aspects? How do you want players to feel from your game and how much does that tie into your game mechanics?

How to Consistently Make Profitable Indie Games by Ryan Clark

The designer of Crypt the Necrodancer, Ryan Clark, released a great video giving insight on how he approaches making new games. Do market research into genres that are selling well and create (multiple) hooks for your game.

 According to Clark, "a hook is some interesting bit of information that compels people to try it or discuss it." Clark lists examples like the art style, good trailers, the pun "Crypt of the Necrodancer" being a hook, the core mechanic of the game, a "roguelike rhythm game sounds impossible or crazy which immediately gets people interested." Clark talks about star power also being a hook through celebrity endorsements, the people on your team, and CotND's soundtrack that included popular musicians. Ryan Clark states that CotND's most powerful hooks come from its core mechanics and excellent music.

Business-wise, market research will help gauge the success you may have for funding and selling your game. Adapt to your limits and when it comes to brainstorming your ideas, players aren't necessarily looking for the next epic scale sci-fi or fantasy property, it's about the way you treat your gameplay, visuals, pacing, mood and music that can deliver grand emotions from any situation.


Media Software Tools

Gifcam Download Link Free
Recording tools for GIFS,
How to make animated GIFS like a Boss by Daniel

"I try to record my GIFs at 640×360 at 33fps, you can tweak the size and fps that you record from within the tool. Remember that you’re shooting for the magical 3 meg limit [for twitter]...

What I’ve found incredibly helpful is to capture your gameplay footage using screen recording software such as Camtasia, ShadowPlay or Fraps these seem a lot more efficient are capturing a longer period of gameplay... once you have this footage you can just overlay Gifcam to the footage, record, edit the GIF and you’ve just got an awesome GIF on your hands. In Gifcam you can set the frame delay to be all the same by shift clicking on the time delay in the edit window. This smooths it out a bit."

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3. UE4 Game Dev Tips


You NEED to keep your performance and optimization in mind throughout your project, it is not a stage of development, it is ongoing, but do not over-stress yourself in the process. The videos below may help get you started on better understanding how to troubleshoot and calibrate your game. The best way to test your game's performance is through a packaged build, second best is through the Standalone Game option with the editor minimized. These are some of the resources referenced when encountering framerate hiccups.

----------------

Optimize your Game | Live Training | Unreal Engine Livestream by Amanda Bott, Sam Deiter

7:59 Budgeting your game with performance

Consider your platform (PC, Console, Mobile) and art style (High poly, Stylized, Low poly, 2D) to get an idea of your boundaries. Your art style directly affects performance. Decide how to spend your dynamic lighting budget, how will post processing FX like ambient occlusion and depth of field will affect your rendering time and aesthetic. Performance and optimization become even more important if your game is multiplayer. Will your players gain unforeseen advantages playing on lower or higher settings? You can preview the different levels of graphics using the Engine Scalability settings in UE4.

17:00
Establish a polygon count


Budget your poly count to improve performance. Using a model with millions of polygons to be background scenery would be highly inefficient and costly to your PC. Using the video's example,



100,000 polygon count budget (random number budget)

----------------

20k for your player model
10k for weapons
20k for enemies (weapons, attachments, items included)
25k environment (10k terrain, 5k foliage, etc)
25k extra

Finding the right budget for your game's polygon count isn't an exact science, but it helps establish performance goals and gives artists a reference for content creation. 10 poly bucket vs a 20k poly pebble. Budgeting the materials (collection of textures) used for your models also needs consideration.

21:47 Budgeting your textures example (not exact science):

3 materials for hero
2 materials for enemy, head+body and hair (for transparency)
1 material for weapons (atlas textures to reuse on different models)
3 materials for buildings (exterior, interior, foliage)

Decide how you will reuse these textures and models to save on performance; rocks, tables, modular pipes, walls.

27:25 Light Maps

31:25 LOD Settings (Fortnite and Paragon settings)

35:51 Checking Performance (constantly track what may be slowing your level down, maybe a bad mesh import, blueprint, particle effect, reflective capture, etc.)

Use tilde (`) key and console commands:

stat FPS

stat unit

(Green good, yellow problem, red crying)
GPU bound? Too many pixels trying to be rendered on screen.

38:30 stat SceneRendering

More details on what may be causing performance issues, lighting? reflections? textures?

stat Memory

What in your level may be causing memory performance issues, textures?

stat RHI

How many triangles are being drawn on the screen.

stat none

Clear stats on screen

42:28 Onwards: debuggers, what exactly is your level costing you, material instances, particle cutouts/optimization, material shaders.

59:41 Lit mode > Optimization Viewmodes > Shader Complexity for rendering complexity (Green good / Red bad)


















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UE4 Performance and Profiling | Unreal Dev Day Montreal 2017 by Zak Parrish

13:12: Stat Commands

stat fps

stat unit

stat scenerendering

stat gpu

stat engine

stat streaming

stat emitters

stat lighting

15:03 Optimization View Modes (Green Good, Red Bad, White Worst):

Shader Complexity

Quad Overdraw
Light Complexity
Lightmap Density
Stationary Light Overlap
LOD Coloration

21:35 Profiling Tools

CPU Profiling
GPU Profiling
Tracking Slow Frames
startFPSChart & stopFPSChart

25:50 Blueprint Optimization

Strongly suggest watching all of this video, but this section is very important to optimize your blueprints! Uncheck the "event tick" option in your blueprints if you're not using it!

35:46 What Actors Are Ticking?

36:04 Draw Thread Optimization, Actor Merge Tool, Instanced Static Meshes, Hierarchical LOD
39:51 GPU Optimizations, Pixel Shader Optimizations, Material Instructions Counts


43:58 Dealing with Overdraw (Do more with less, fewer visual effects, foliage, geometry)

Always use Particle Cutout property for translucent particles, in the Required Module in particle.

45:15 Managing texture resolutions

46:18 Lighting Considerations

Spotlights are cheaper than point lights.




















50:28 Optimizing for device, device profiles, per device material optimizations, network optimizations, upcoming features (4.19), network relevancy view mode (4.19), texture streaming, primitive distance accuracy, mesh UV density accuracy, material texture scales accuracy, required texture resolution, stat streaming, level streaming, world composition, further info.

UE4 Graphics Profiling
by Oksar Swierad (explanations on different passes on the GPU)

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4. Asset Resources
----------------------------
Save System Tutorial by Dean Ashford (Youtube)
----------------------------
Directional 2d Sprite Movement by Elhoussine
----------------------------

Community Assets List by Neff10

An excellent list of learning tools to check out ideas and gain experience using Unreal Engine 4. Some of these resources include free sounds, models, textures, and programming but always make sure what you find is okay to use commercially with proper attribution.
----------------------------
Prototype UMG Menu System by Stormrage256, support thread here.

Save systems are essential. This asset is a great start for learning one way to save game progress and store information for values of currency, experience, and checkpoints. This project can also help you learn the ways to make and save quality-of-life video settings and how to translate them into options for features like windowed mode and sound settings. Also you may want to check out his damage display system here.
----------------------------
Physics Driven Spacecraft by Jacky
----------------------------


To learn an on-screen HUD system that draws images and distances for actors you want to track. This is great to assist in tracking high speed or distant actors, or if you need a quest marker to guide a player's direction on the borders of the screen. Also a great take on spaceship controls and combat mechanics.
----------------------------
Radar Blueprint - Track Enemies, Friends, Pickups by Cocquigames
----------------------------


This project can help you learn one way to make a radar minimap system for tracking different types of actors and objects. A radar minimap was one of the bigger requests when playtesting Wormhole City.

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A.I. and Project Samples
by Elhoussine Mehnik
----------------------------

Numerous excellent resources to learn enemy and npc behavior along with other gameplay concepts.

Make sure to check out the Learn tab in the Epic Games launcher, click the Unreal Engine tab on the left, then click the Learn tab on the top to get a listing of some of these projects.

4. 3D Models

If you are a single person developer, you'll need to find ways to save time to work on your game. The websites below should help you prototype your ideas at the very least.

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Adobe Fuse and Mixamo

----------------------------

Mixamo helped immensely with our project. Haven't tried newer 3d character creators unfortunately, but this is a great and free start that can only be enhanced by your modeling knowledge to make more unique models and to animate them.

Unreal 4 Marketplace

----------------------------

You can find a lot of free and useful resources on the Unreal 4 Launcher (Community Contents, Free Projects) but if you're looking for something more specific, you can find assets here that may help. Includes programming and sound assets.

Sketchfab

----------------------------

A great community of 3d artists, users here can offer free and marketplace models to use with proper attributions. The website lets you use a 3d model viewer to further inspect any prospects you're interested in and it's a good place to connect with modelers and to show your support. You can see some of the downloadable models I've allotted here.

CGTrader

----------------------------

Another website where you can download or purchase free and marketplace assets and comes with a feature to barter with sellers on their prices. Always make sure the models you are purchasing are original and usable in your games, many artists will try to sell you IP infringing products without notice.

Other websites you can search for 3d models or UE4 resources is Google Poly, Gumroad, Sellfy, and non-Unity specific assets on the Unity Marketplace.

More to come, thanks for stopping by.


















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Download

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Click download now to get access to the following files:

Anthology.zip 28 MB

Development log

Comments

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(+1)

Wow this looks amazing! I can't wait to dive in and play around with it! You're doing awesome work mate!

Thanks so much for the motivating words Smol Beans Studio, I hope to add documentation to it as soon as possible. Hope you have a healthy and merry rest of the year :)