Game chain event/quest/tracking system via data tables?

I’m not sure this is the correct place for this, but I thought I’d make a topic for open-ended discussion…

In a game I’m making, my current plan is to try to use data tables for as much as possible, so perhaps the game’s actual chain of events can be designed from spreadsheets in Excel/LibreOffice.

Has anyone done somtehing like this?

I’m thinking of having a keyword for each event, than having a column for pre-requisite events, and a column for events to be removed after this event completes and a column for events to be added after this event completes…

…but then I don’t want to do string matching, so I know that you can include data table rows in a struct, but I’m not sure how that exports to a CSV file.

Anyway. To the reader who has gotten this far, does it sound like a good idea, or am I completely off track here? :slight_smile:

I don’t see why you cant use data tables, as long as you design it in such a way where you know what you’re referencing instead of searching them at runtime.

Yes… I thought some more about this and it’s going to be some huge tables, probably with arrays of structs in the columns, to make it easier to edit in Unreal… and then probably a huge, huge Enum with a master list of all event names/flags in the entire game that all of these tables can reference… but which I really wonder how I’ll hook up in Blueprints…