Hello everyone! Im currently trying to make my own Ludo-like board game and im stuck with the Player Pieces movement system.
I managed to create the main board, rolling dices and camera positions.
I also have BP_BoardSquare that impresents a single square of the board, and placed instances of it on the level.
I managed to spawn pieces on CERTAIN instances of BP_BoardSquare using the “tags” on the instances…
but it seems like the dead-end logic, i have no clue about how to continue the pieces movement after they spawned on the spawnpoints.
Mb there is another way to make my pieces spawn on the CERTAIN instance of bp_boardsquare and to follow the one-directional movement throughout the board squares array…
any suggestions?
I also thought of trying gameplay tags, or maybe i should just get tons of triggerboxes for every single player in the game? Just looking for an efficient way to resolve this task.
I got an idea - create custom arrays for every player, which will represent the array of the board squares for the player pieces to move through. But i dont know how is it possible to add instances of BP on the level to an array in the specific order i need.
There are two ways to build a “set of tiles with a defined path.”
One is to have a “next tile” on each tile blueprint, and wire it up to reference the next tile by picking each instance appropriately in the editor.
The other is to build the board from some kind of data file (could be as simple as a CSV file with x / y locations, in order,) import it as a data table, and then build it on either level load, or from an editor utility.
If you’re just building one board that you’ll use forever, building it manually by picking “next square” is fine.
Wow, why didn’t i think about this? It seems much more easy than building custom arrays myself. So i can just set the “next tile” and that should do the job!
Thank you very much for this advise, i guess i will try and stick to this solution.