I am trying to make a strategy game where my characters have a grid-based movement in a 3d Environment (Think Fire Emblem for example)
Initially, i was thinking of making a grid actor that gets placed over a 3d Environment that act as 2 things:
- the world space coordinate holder of x and y values of the center of the tile. the z is then determined by the elevation of the map itself to make it so that units will climb up a hill if the center of the destination tile has a higher z value than the origin tile.
- the data holder of the unit actor that is occupying the said coordinate
The main reason i am thinking this design is so that i can have any map design and essentially just “stretch” out a grid to accomodate any space and any dimension so that the units will still function properly on it while preserving a natural looking map environment (i.e. no feeling of tile-ness).
Being such a centerpiece of my game design, i would like to hear from any fellow unreal devs if you have experiences designing similar features but know a better way to implement it or see a critical flaw in my design. I would also like to know if there are unreal specific tools that would help me in implementing this design more efficiently if there is such thing (this is my first ever unreal project so im not exactly familiar with all the features this engine brings).
Thanks!
