You are falling into some traps of ronry indie dev. I can see it because i also have fallen into many of them and multiple times.
Traps i see:
- you are making nice level before you have anything else. Yes i understand this, having nice looking level is nice, raises morale, and making levels is great, and feels great. But level means textures, models, much more data, all that you upload/download to version coltrol/backup system. Takes time, makes backup unnecessary big etc. You could do perfectly fine with TINY level that is polished and you use it to work on artstyle and movement.
- yes you coded some basic movement, probably just coded it. This is kind of like first trap, having some gameplay raises morale in dev team. But now you have something to play with, its time to plan your battle system, to decide if its combo based or something like mindless slashing from skyrim, etc.
- make some decent debug gui/system, start making backbone of your game. Things like communication/event bus or whatever, ie some standard (for your game) way to communicate between actors. Yes, do that hard boring work on basics. Keep fun aspects of game as a reward, when you achive some milestone in rest of systems you are allowed to make level or code fun stuff. Solo indie dev is long project, alternate fun and boring things. If you code now all fun things, then you either end with messy code (really hard to maintain in blueprints), or you rewrite it all again, or worst: in few months you forget how old code works, then you give up.
I am not sure if you can animate and make characters yourself, but if you cannot see what move you have animated and try to make some battle system out of things you have. Sadly most of anim packs on marketplace are done by animators without any experience in making games, so they have missing “connecting” animations, like strafing or standing up etc.