Hello, I have a basic outline of the game and want to make a using this toolkit. I am new to this toolkit and unreal (used unity previously), so wanted to ask questions in hopes of speeding up the process. I tried searching for guides/read manual, but didn’t find answer to these questions. So the main nuances of the game I am trying to make (compared to default) are as follows:
- In addition to line of cards that stay in play (similar to creatures), there is stack of cards that persist between turns (both player’s cards) and start resolving only after neither player adds cards there during their turn. This would function similarly to MtG stack (cards remember their targets and could be changed) and would be performed at the end of turn if player hasn’t added cards to the stack. Which place in the blueprint is best suited for adding this type of functionality?
- Resources are common (like chrono system): turn continues until player plays a card that costs more “mana” than he has and goes into negative (up to -6), but then opponent gains that much mana (for example at 2 mana, play a 5 cost card -> turn ends and opponent gets 3 mana. So player mana = -opponent’s mana). What would be the proper way to change manasystem?
- Deckbuilding is done by selecting hero and “aspect”, which determine activated/static ability the hero will have (should be viewarble either as an icon or by tapping player icon) in game and what cards can be added to the deck. There is also “extra” deck of 5-7 cards, which can be brought into play by card effects which I would like to see during the game. Again, what parts of the blueprint would be best for changing?
- So this might be stupid question and I have missed this, but I would want that cards be automatically placed on the board depending on their card type and targets (ie. not placing themselves, but autoplacement)?
So my question is what is the proper way to go about implementing those mechanics. Which part of the code I should modify and what pitfalls/nuances should I be aware of?