Story Framework v2 – Interactive Template

Description

2.0 Playable Demo | Tech Video Overview | Getting Started

(The above Tech Video Overview is of Version 2.0. You can find the original Version 1.0 Tech Video Overview here)

 

2.0 UPDATE

/. Added Quick Time Events

/. Added support for True First Person

/. Added a new section to Example Map demonstrating the new Quick Time Events inside sequences

/. Added the ability to skip dialogue subtitles and voice lines

/. Added per-instance custom collision radius to interactable actors and items

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DESCRIPTION

storytelling made easy with our Single-Player Interactive Story Game Template, designed exclusively for Unreal 5. Whether you’re a seasoned developer or an aspiring creator, this comprehensive template will inspire you to create and design captivating gameplay. Story Framework is powered by an Actor Component based workflow. No functionality is executed inside the player controller or player character apart from input related functions. A demonstration of this can be found inside the Tech Demo Level and is also explained inside the official

  • Why an Actor Component based workflow?

Developing templates should not only educate, but also be practical to use and expand upon. By using actor components, we divide up functionality, and keep larger character classes an empty slate. All in combination with a large scale documentation board and support via our discord.

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FEATURES

Native First Person & Third Person

gameplay support out-of-the-box, with options to use either, or both.

 

Gamepad integration

built-in. Widget classes with “gamepad” settings.

 

Custom interaction Framework

created with a dual-method system. Multiple options means more interactivity for the player.

 

Quick Time Events

with customization options, all driven through a single function.

 

Large collection of object interaction systems

demonstrating different use cases of the interaction system.

 

Object Inspecting and Description Reading

for more in-depth story telling through objects in your level.

 

Modular slot-based Quick-Inventory System

designed to be easily accessible, whilest keeping all the expected functionality of an inventory.

 

Full Dynamic Camera Framework

(Lens Derivative. Camera customization options for both First Person, and Third Person)

 

Modular Main Menu

to kickstart your projects home screen.

 

Journal Entries

used to keep track of important descriptions or items used in your story.

 

Custom Sequence Manager

designed to easily play and stop sequences during gameplay.

 

Collection of External Functions

created across a few Function Libraries to aid in other development areas.

 

Deep board based Documentation

explaining and educating you on everything about Story Framework.

 

Saving & loading

(Player Location, Player Rotation, Inventory, Journal, Destroyed/Spawned Actors, Interacted Actors, System Info, etc)

 

Includes free to use Meshes, Sounds, and other Assets

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Find tutorial videos on our YouTube Channel


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