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Story Framework 3.1 - Interactive Template

Story Framework 3.1 - Interactive Template

Updated
2025-03-17
VIP
Blueprints
Engine version
5.4
Download type
Complete Project
File size
964 MB
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Description

Whether you're a seasoned developer or an aspiring creator, this comprehensive template will inspire you to create and design captivating gameplay.

You can find out more about SF towards the bottom of this page.

 

3.1 UPDATE

/. "Has Item" Interaction method overhauled

/. Added a new Do Items Exist In Inventory function to the inventory manager.

/. Fixed inconsistencies with subtitles.

/. Fixed the Inspect Actor Offset value to correctly offset the mesh from its pivot.

...

3.0 UPDATE

/. Added Objective/Tasks

/. Added support for Skeletal Meshes inside Interactables

/. Added subtitle headers/names above the original subtitle text.

 

BRIEF 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 Documentation Board.

 

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.

 

Task System

A queue-based task/objective framework with functions to add, edit, remove, & hide tasks.

 

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

 

ABOUT STORY FRAMEWORK

Let's address the elephant in the room. What sets Story Framework (SF) apart from other story-related templates on the marketplace. Despite the wide array of features SF includes that other projects don't, SF is designed to be your one-stop-shop for everything story game related with no limitation to genre, or player perspective. SF offers a complete toolset to assist in getting your single-player narrative driven game off of the ground, and help you visualize what exactly you want your project to become. I saw the passionate community surrounding these sort of frameworks, and wanted to keep that passion alive and thriving. This project was never intended to compete or replace any pre-existing projects on the marketplace, but rather offer devs a framework that is consistently receiving updates and new content, and providing them with a community of like-minded devs.

 

Why single-player?

Besides the fact that most existing story related games that have been released are single-player, I believe that there is an audience of devs who aren't necessarily looking to make the next big MMORPG. Creating less large-scale projects is the target for most indie devs. And SF promotes this by not having to worry about replicating any additional systems or logic you build on-top of the framework.

 

At the time of releasing version 3.1, SF has been in constant development for a little over 9 months, and It wouldn't be what it is without the amazing suggestions and ideas provided by our amazingly supportive community over on Discord. You may ask "Why wouldn't I simply create this myself?". To that I would say, besides the 6+ years of past knowledge I've poured into SF, creating all the systems and content SF has to offer from scratch would be extremely time consuming. Convenience is one of the many things SF brings to the table. No need to waste time building these core systems from the ground up. Throughout the entire development process, I've always aimed to create things that I would use myself. Something I would of liked to have If I decide to build a story-driven game one day.

 

Technical Details

Number of Blueprints

Total Num of Blueprints - 80

 

Input

  • Keyboard and Mouse

  • Gamepad

 

Network Replicated

No (Single Player Oriented)

 

Documentation

https://app.milanote.com/1Se5Z913EzBk5k/story-framework-documentation?p=FCC4LqGtWSC

 

Other Information

A general understanding of blueprints is advised but is not required to learn about Story Framework.

 

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