Reactive Turn-Based RPG Template [WIP]

Started working on a reactive cinematic turn-based RPG template which will be on FAB towards the end of the year. Feel free to suggest what features you want to see in the template.

Follow the development from here: Reactive Turn-Based RPG Template

Starting with the explore mode features. Basic locomotion and shooting (Can be used for puzzles in explore mode)

Got the save & load system working. There is not much data at the moment but saving the map and location of the player works.

Added 2 companions that follow the party leader in explore mode. Companions will warp to the leader’s side if they fall too far behind. Battle will be 3 vs 3 by default. But designing with extensibility in mind to accommodate an expanding roster of characters.

To demonstrate party leader swapping, the pawn remains the same while the child actor representing the character is replaced. This allows the character to change seamlessly while running, aiming, or even jumping, fully separating the visual representation from the underlying logic.

A quick look at the map travel system; I’ve added the ability to initialize the player at custom location based on the previous map’s exit point.

Demonstrating a dynamic menu designed for quick and intuitive party organization. Using 3D character previews, players can instantly see their team members as they toggle through the roster.

Implementing pickup items; Potions, gold, and even recruitable characters (Just demonstrating how easily characters can be recruited with a simple function call)

Quick dialogues can be triggered anywhere to provide information to the player. They can also be activated through interactables, such as pickups, with flexible speaker options including a random party member, the current party leader, or a specific character.

Introducing the grappling hook, a traversal tool that lets you latch onto specific points for high-speed travel.

The template will have a built in dialogue system. Fully driven by data tables and level sequencers. It will be possible to run events based on NPC dialogue and player choices. Events are saved / loaded automatically. It is possible to set dialogue row ID for second time interaction.

An easy-to-customize Battle Intro system that triggers automatically when approaching enemies in exploration mode. Seamlessly transition from exploring to combat with dynamic animations that can be quickly adapted to fit your game’s style.

Showcasing the Aim Attack feature; unleash multiple, consecutive attacks without ending your turn.