Advice on runtime scripting for players

The similarities between us are amazing. My Dream Game that brought me to UE4 was a Dragon’$ Gold:A Sci-Fantasy Co-Op, FPS Action RPG, Roguelike Dungeon Crawl, Treasure Hunt for Cash!. OPTIONAL READING: The highlight of the game concept was to team up with a party of 4 on a quest, enter a maze, fight monsters, get loot while on a quest to locate virtual treasure worth a real world cash prize, while competing against other teams. D$G was specifically designed to use the new version of tournament event management system I developed in Blitz3D. In fact, my previous business model evolved around Cash-driven Tournaments.

Since, that time I’ve joined many teams and conduct many experiments in UnrealEngine 4. The game concept did not die, but sort of morphed, assimilating all of my game concepts and business models over the years into my current project and businesses.

Roguelikes are what sparked my interest in Procedural Generation. I’ve written several Depth First Search Maze algorithms in Blueprints and invested into several procedural generation marketplace assets like Dungeon Architect, Procedural Landscape Ecosystem, and many others. As mentioned above, I’m leveraging Hyper-Bashing and Procedural Generation to develop a FTPS/RPG MMO Sandbox single-handedly.

My goal is creating a fun game, with unique player-driven creation features…simultaneously conquering the steam charts:)