Soverign Games - Simulator Blueprint

Sovereign Games Simulator Blueprint

From the popular game - Factory Manager

Build your own Factory simulator/tycoon/Manager game with the basic starter template

Getting started

When entering the blue print you will see 4 areas (These areas are “Tycoon area” in the template tab. Each area will get assigned to a player, meaning this game is 4 max 4 players, this can be changed by the world tab → Max players. You can preview from here, each player starts with 10,000 currency and you can buy all “Buyable” to give you a feel of how everything will work.

Blueprint need to know

  • It is good practice to always edit the “Tycoon Area” from the template tab, this will change all 4 areas in the world
  • The slots get assigned to the player in the world, if you want more slots you can just duplicate one and move to its preferred position (It is good practice to add the Tycoon Updatable to the slot so you can see the position when moving it). Also update the properties accordingly with the new buyable. ( I will explain the properties a little later on)
  • The tycoon are can be resized bigger/taller etc but refer to the world to make sure they are not overlapping.


Buyable Machines
For example reason i have added log saw, the properties are as follows

  • For rent - Notification that you can buy this
  • Price - How much it costs to by the updatable
  • Not your area - Notification that you cant buy that becuase it belongs to someone else
  • Not enough currency - You can afford this machine
  • Buy message - Notification when you buy it
  • Price Currency Template - The template needed to register how a player will pay for the machine (This will always be set to the correct template and should only be changed if your having multiple currencies)
  • Buy template - This is the Updatable template that you wish the player to buy. NOTE, you must set this to a updatable template as per image i have it set to “Tycoon Updatable Log Saw”.

Buyable Interaction

  • Interact entity - This is the parent in the tree as per image the “Buayble Saw”
  • Target script - Will always be “tycoonBuyableScript” unless this is a Tycoon Updatable.
  • Interact Mode - This will be buy, becuase you want the player to buy the updatable machine

Buyable Belts

  • The same set up as buyable Machines, but interaction → interact mode, will be set to “Buy Object”

Updatable Machines

  • Not your area - Notification the machine belongs to someone else
  • Full Message - Notification that the machine is full, {name} is equal to the itemInventory friendly name
  • No item message - Notification that you have no items to take
  • Inventory full message - You cant fit anymore items in your inventory
  • Processing message - The text that says the machine is making a product
  • Stock time - How long it takes to process your product
  • Stock template - This is the item the machine produces (This is called “Inventory item” and is a template, i will cover Inventory Items next)
  • Stock amount - How many can be stored ​to the machine before it is full capacity
  • Output amount - The total amount of items that comes out of the machine , for instance we have 1 large log giving 3 small logs, this will then request 3 small logs to give to the player or send down a “Belt”
  • Starting stock - How many a player receives when buying this machine, example use is the first buyable “Log Mine” you could set this to full capacity so the player can instantly collect upon purchase
  • Input template - This is the item the machines needs to process the stock item, this is a item inventory template
  • Has input - Having this unchecked means you can add any items, this is needed for the starting machine, in the blueprint case its the log mine, it will only give items an not allow the player to add items
  • Input max - the maximum amount of items the machine will store for the player
  • Input amount - How many items the machine needs to process the new item
  • Friendly Name - The name for the item being
  • Uses world items - This should be checked for all machines, it is telling the machine that you want to use inventory items to produce items
  • Belt controller script - This is saying the machine will have a belt attached and to check for if it is available to send items down to another machine
  • Client Effects - Effects that play when the machine is active and processing, you simply add an effect to where you want it to play and then drop the entity from the template tree onto the property, as per image sound 2, you can have multiple effects buy adding more
  • Client sounds - Same as effects, the sound will play wherever you place it in the template
    On Take Items - Fires and event when an item has been taken
    On Add Items - Fires and event when an item is added
    Enable Logs - Test feature for debugging and making sure the items move along belts as the should

Updatable Belt
NOTE - The properties are don via “Item Controller” in the template tree

  • Boulder object pool - This is the object pool that reuse items allowing for a better performance with alot of items being spawned and de spawned, this is in the parent of the tree (As per image updatableBelt7) and can be dropped into the property.
  • Entity object pool - Here we add the entityObjectPoolScript, the properties.
  • Tycoon Updatable Script - The script that tells the belt it is an updatable entity.
  • Item Storage Script - Will store items on the belts when the machines are full capacity
  • Node Script - Nodes are used to tell the items were to go and how many the belt can hold
  • Speed - The speed the items go along belts
  • Description Text - Text added to inform the player what the belt does, example, small log conveyor.
  • Friendly Name - The name of the belt example, Small logs
  • Uses world items - This will find items from the templates tab, that you have set in the object pool properties, i will cover them next
  • Last node - The node were you want the item to despawn, effectively adding to the stock of the next machine
  • Spawn Effect - Add an effect to the template in the position you want the effect to play, then add to the properties
  • Sound Effect - Add an effect to the template in the position you want the effect to play, then add to the properties
  • De spawn Effect - Add an effect to the template in the position you want the effect to play, then add to the properties
  • De spawn Sound - Add an effect to the template in the position you want the effect to play, then add to the properties

What makes the item move along the belts

  • Next node - The node that the belt item moves to
  • Speed - The speed at which it moves

Object Pool
Stores amounts of items to be re used and help longevity with performance

  • Object template - This is the template “Belt item”, this is what will spawn on the belt
  • Is prefilled - This is a fail safe, that loads the items in ready to be used
  • Prefill Amount - How many you want the pool to be refilled

Inventory Item
The item you see in your inventory

  • Friendly name - The name of the item

  • Is currency - This makes the item a currency, example you need this to buy something else

  • Can Stack - Means we can have multiple of this item

  • Grip - We don’t carry any items but it is possible by selecting the grip

  • Icon Asset - Drag and drop from the meshes tab

  • Icon URL - For imported icons in the inventory

  • Currency template - Should always be set to the currency that you want the player to receive when selling this item in the shop

  • Sell price - How much the item is worth

Belt Item

  • Belt Item Script - These will be the items that appear on the belts, you can add any mesh and/or voxel mesh, and it will appear on the belt, just drag the entity from the tree and add to the properties

Entity object pool script
all this can be left blank and is used for testing and debugging

This is a full breakdown of all the properties that can be changed to build the simulator game of your dreams, if you have any questions hit me up on discord and i will answer them accordingly



This is awesome. Thanks Slater!

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