TurnBased-Toolkit (TBTK)

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From the developer of TowerDefenseToolkit, TurnBased-ToolKit (TBTK) is a an easy to use and flexible Unity game engine coding framework designed for construction of turn-based tactic game. The aim of the toolkit is to allow as many variant of turn based game as possible. It’s designed with integration of custom asset in mind. The toolkit is written with non-coder in mind so no coding skill is required to use it

The various level setup in following demo should gives a glimpse of what TBTK is capable of. Please note that due to the multiple game rules combination that are supported by the toolkit, the levels in this demo are only some of the setup available. There are other possible setup.

>> TBTK WebDemo <<

The demo are constructed using Unity default and standard asset, as well as custom assets made specifically for this toolkit. All asset seen in the demo (with the exception of skybox) are all included in the package. Each scene in the demo are available as example scene in the package.

Notable features of TBTK:

  • Emphasise freedom of design, tons of customization option to accommodate wide variety of design.
  • Flexible grid system support both hex and square tile, can be edited manually or generated procedurally before or during runtime.
  • Flexible game logic that support customization on many aspect of the game rules, turn/round logic, unit movement/attack rule, etc.
  • Experiment with various game enchacing system like Fog-of-War, cover system.
  • Customize each unit with a huge range of stats and powerful customizable unit’s ability system.
  • Ability system to add strategic depth. You can add/edit abilities for each side on the grid
  • Built in perk system, build a simple shop or a full fledged tech-tree. Each perk can be customized to provide different bonus/effect.
  • Built in AI that support multiple faction on a grid. Hotseat multiplayer is supported too.
  • Streamlined editor that make you life easier handling vast amount of customization.
  • Mobile Compatible.
  • Full C# source code included.

It’s simply too long to list all of the features. If you have any question to like to know about certain things, please don’t hesitate to contact me. Here are some link that you might be interested, check them out. :slight_smile:

>> Official Website <<

>> Link To AssetStore <<

Following are screenshots taken from the default TBTK demo. All assets with the exception of skybox are included by default package unless stated otherwise.

Thanks for reading!!

1 Like

Looking good man. Nice job :slight_smile:

I can see your inspiration of xcom even in the UI :-P, so covering will be indeed a good addition as you’ve mentioned in your TODO.

Price?

–EDIT–
Nevermind about price. Just saw it on your website :wink:

How does it go scaling up, most Hex Based games have much much larger maps.

Thank You!

Did I reveal the price on my website? I think you must have mistaken it with TowerDefenseTookit (TDTK). it’s $55 by the way.

It’s definitely not well optimized enough for something like civilization at this point. It is intended for small scale turn based battle scene such as one in King’s Bounty or Heroes of Might and Magic. From the limited testing I ran so far, It run reasonably well for a grid size of 40x40. which is quite sizable in term of what it’s intended for in the first place.

very nice!

Yep, I’ve been mistaken :). Thanks for info

Yup 40x40 is pretty good, any issue with path calculation (assuming there is terrain movement costs and shortest path calculation) for long paths at this size?

It looks great but the web player won’t work for me. Think you could upload a video when you have the time?

Also, I can’t see that you have said that it has multiplayer so I assume it doesn’t but are you thinking about it? I’d pay extra for multiplayer.

cool

interesting project. waiting for release.

There’s no terrain movement costs at this point but I’ll certain explore the possibility down the lane. As for the path calculation, There’s no performance issue whatsoever as far as I can tell. I used the algorithm for something much bigger (like 200x200) in realtime so it should be good enough. I dont see any potential complication either if terrain movement cost is added as part of the processing.

I’m working on it. Hopefully I’ll manage to make a decent one by the time the package is live on AssetStore

You are right, there’s no multiplayer at this point. Honest reason, I’m not familiar with network coding at all. I’ll probably look into it some point in the future. Unless there is an unexpected turn, I’d say it wont be available soon.

I’m thinking more when you select a unit and show all available destination squares. Lets say you have a unit with a movement allowance of 20 on a map 40x40. You also have terrain costs and enemies that can block your movement (preventing a naive caching approach). I don’t expect desktop will struggle with that, but on a mobile device I’d be surprised if that can be calculated in a few milliseconds without some pretty clever pre-calculations and caching techniques.

Important to me as I’m primarily interested in mobile devices (I guess you never said mobiles were supported… are they?)

No, I never tested it on mobile so far. I imagine there might be some issue that need resolved. At least in term of input. Not so sure about path-finding efficiency, some testing is definitely needed. But I would say showing the available destination squares is quite easy, the search simply involve getting all the square within the movement allowance. The tricky bit would be finding the shortest path to the selected destination.

Having say all that, I think it wont work 100% on mobile yet, and probably not for the reason you mentioned. I’m kind of on the fence to add support for mobile tbh. If there’s an interest, I’m more than happey to try to make it work.

Getting a bit deep but once you add terrain cost the available movement squares are not just those within the allowance. Assuming you also have movable enemies which you can’t move through you can’t (naively) pre-caclulate the paths. In other words you need to follow the cheapest path to each hex, because you can’t base the rest of the path calculation on a non-optimal path choice (i.e. it might be cheaper to take a path from A to B through 4 hexes as opposed to through 2 hexes due to the terrain cost, so you can’t assume a path is optimal until you have traversed other paths which might get you there cheaper). It’s similar to a shortest path problem… but for EVERY hex within range. Djikstras is the standard solution to this problem (A* typically doesn’t help much when you need every path).

Anyways a mobile a solution is likely to be popular IMO.

Looking cool! Definitely on my watch list of assets to buy! Is the hex grid locked in? Is there possibilities for Square grids? Any possibilities of height
taken into account?

Cheers

You are right and thanks for the advice! it just shows that I havent give much thought to the subject.

What do you mean by locked in? I do have plans to add support for square grids, however given amount of addition/work that I plan to do, I cant really promise it will be ready anytime soon. Height is not being factored into the grid right now. You can just set the height of the grid on y-axis but you can have varied height across the grid.

My mistake, what I meant was the grid just hex grid only, but its good to see you planned to add square grids. Variable height across the grid is good!
Keep up the good work!

I’m very interested in mobile support.

I’m very interested in general :slight_smile:

Having bought the tower defense toolkit that Songtan made, I can attest to his abilities to code for mobile performance. This is a great new kit and I hope that he will also convert this for mobile use in the future. I will certainly be a buyer.