Guys, just wanted to say great work and keep going!
My dream is to create an RTS and while I don’t have much experience with UE4, things like these make me happy
Wish one day I could contribute something for this project
Thank you . Please download the Project and go through the Blueprints. You might get an awesome idea to implement.
It’s not decided at this stage since we still havent confirmed about characters or the type of game this is going to be. We have Blueprinters but no artist or character designer or an environment artist.
Ok one way to achieve it (kind of) is to make the Collectibles, Powers…very generic and with a lot of properties exposed. By doing this, a modder/designer can simply extend a blueprint form it and tweak the properties to create something entirely new. For instance in a hoby project that I am working on, I have powers that I caan assing to charcters. Different powers do diferent tings, some increas/decrease health, some affect speed, resistance… So initially I created sveral powers and hardcoded their efefcts. Later I created a base class Power and an interface which defined some functions like (ApplyEffects, GetHealthBonus, GetReistanceBonus…). When I want a new power, I extend th Power class and tweak the values for variables like HealthBonus, ArmurBonus, InstantBonus, OverTimeBonus, BonusDuration, CastEffect, HitEffect, …(actually there was well over 50 proeprties). By doign this I was able to implement a projectile based power, self healing power, …all using the same class. One problem with this approach is you fisrt need to identiofy all the gameplay specifics and how they all work toegthor. If you intend to change gameplay mechanics sometimes later, then this setup will bite you.
This is great. Although, as you said we still need to decide quickly about gameplay mechanics.
Just sharing some ideas as a huge RTS fan + I used to work with Unity3D so modularization was a big part of their prefab system…
Basic object should exist, let think of it as an entity… That should be like the basic building block of anything… Do you remember an RTS where you could select, I don’t know, rock, waterfall, tree, any prop in the map and in UI it would say sonething like “Rock”, along with its picture and perhaps even a hp bar? now granted, there is little sense in being able to select any rock over the entire map but you can see the effect of it… If you want to make some object (prop) selectable make it of a class entity… Further, if you want to make it destructable and showing its hp bar in the ui/gui what about a boolean “isDestructable?” toggle as a object field?
Nice one . In AOE 3 we could select any item and the UI showed the details. Although i dont intend to make every object clickable in this game. But thats just my suggestion only. If any other member wants to do that…Feel free.
Going up even more, lets say we want to represent an tank factory or even a simple building that’s player 1’s. Let make that object entity, check isDestructable on and what about another boolean like “ownerPlayer01”? That way, if checked the script should allow only the owner player to use that building in any functional way while enemy player could still like left click it to see some basic info about it while right click could like check if the user right clicking it isn’t the sole owner of it and currently has a unit that can attack selected, then make it target and attack… and it goes on, and on…
Thank you for the suggestion . I think this can be achieved with some property like Player Index. Something like each player will have a different Player Index and when a building/unit is selected we can compare that index and update the UI appropriately.
Thank you DieByZero!