RPG Engine Toolkit Tech Demo (feedback needed)

Toolkit Progress: So I just made one of the biggest change to the toolkit/database. Before items, weapons and armor stacked on the instance. This has now changed to support a stack-able limit for inventory and all unique inventory slots for weapons and armor which goes along with the ability to have special singleton stats like materia slots, diablo-ish gem-ing or just boosted stats that the end user can assign to weapons. Still a bit left to implement in it but this should enable some cool front end usages. As far as done changes, the I’ve remember several redundant call backs. I have separate AI for field Operation and battle as well as added the ability to switch behavior charts on the fly. The interfaces have all been redone and cleaned up for modular design. I’ve made a few smart widgets like a list box for interface buttons with bind able click callbacks. I’ve added a inventory query list that can be controlled with simple functions to move the selection down a list of items with wrap around logic there in as well as the ability for it to display items/weapons/armor/resources via setup function. As for the turn based system this is almost complete as I need to add some features to be able to test out using abilities and to finally be able to set AI priorities and set AI assist targets for your party members AI. Last thing I redid was the way animation BPs are handled. Most of the movement calculations have been moved to c++ and supports MOB/NPC/PC movement calculations. The animation-BP loads all animations dynamically from the players Class Data object. This allows you to make child anim-BPs of the master animation BP to only worry about coding movement state-machines once with no re-linking issues. As for the master AnimBPs it now supports moving states to keep the transition logic for states cleaner. Move-mode are Normal / Sneaking / Prone / swimming / riding. This can be expanded via Enums. I’ve also tried to clean up how animation notifies are setup. The notify logic is now in a separate BP and can be modified easily. — Remaining items on my list consist of re-coding stores and inn’s, verifying that you can have forward progression in event creation with out having to start a new game to add events to the list to give you a forward progression of development. Adding in full support for weapon/armor stat mods as mentioned above. Looking into the AI crowd spawner and monster AI to make sure there are no issues there in. As well as find a better and more efficient way to display all the systems features in a cleaner and prettier presentation.

I’ll have video once I have gotten all features and changes finalized and I have tested in the creation for my game’s prologue / tech demo. This should solidify my ideas for better usage going forward.

ALSO PLEASE NOTE:

I updated the page description to make sure that people using my toolkit are indeed coping the toolkit locally when making changes. As future updaes can reset your personal changes. Especially when 4.0 is released.