Action rpg

Glad to hear it! Action RPG seems to be even more interesting :slight_smile:

Speaking of blueprints, it would be awesome to add Intermediate docs.
Current docs cover basics: how to use editor, what is the function, what’s difference between class and local variable. It helps a lot, but it doesn’t explain how to efficiently “write blueprints” in the actual project. How to design systems in a healthy way.

Examples:

  • Using TMap instead of 8 integers (yep, not obvious for non-programmers)
  • Using Gameplay Tags instead of Tags or other crude ways to identify items or objects
  • Using String Data Tables for gameplay texts
  • Using Sequencer to simplify setup. i.e. using it to define how the world should like in the day-night cycle

Usually I’d say “Man, inventory system is easy and inventory setup is different for every game”.
However, adding simple Inventory to this template would show people how to use solutions like Gameplay Tags. “Identify items by the Gameplay Tag and enjoy clean and healthy Inventory code” :slight_smile: