[SUPPORT] Advanced Turn Based Tile Toolkit

Very helpful toolkit, , and you are doing a stellar job responding to user questions here. Thank you!

I poked around your Youtube profile in the course of watching the tutorial videos, and it appears you’re excited by the recent developments in consumer virtual reality? It might interest you to know that I and some co-developers are hoping to use your toolkit in a long-form VR game jam! We’ll definitely share some progress when/if we manage to make it through the milestones, and hopefully we’ll do your toolkit justice. :smiley:

I do have a few questions. Please note that I am still a bit of a UE4 noob, but other members of my team should be able to understand highly technical answers if I can’t. I apologize for any misconceptions I may bring into these questions, but please don’t bother spending too much time trying to tutor me on UE4 basics. The scope of a couple of these might also be daunting, so feel free to be very brief in your replies. :wink:

  1. Scaling. I can drag the GridManager into a separate project like the Realistic Rendering demo, but the collision plane and several other elements refuse to scale along with the grid. (Images: 1 2) Faking this by scaling up the room isn’t an option for us, either. Is there something I’m missing, or perhaps some simple way to get the entire functionality of the toolkit arbitrarily scaling in a new project?

  2. Distance Moved. As in Battletech, our plan is to include to-hit modifiers based partially around movement, i.e., if your target ran around a bunch last turn, and you’re running around a bunch this turn, it’s going to be VERY hard for you to shoot him. In the course of implementing a rudimentary stat system and randomized hit/miss system (which was remarkably simple) I tried to use CurrentSplineDistance for this, but it was returning unhelpful (i.e., occasionally negative) results. Is there some pre-existing way to get the distance (in tiles or meters) a pawn moved recently? If not, do you have any suggestions for where to start when implementing this?

  3. Multiple Floors. What would be the best way to implement multi-floor maps (with the caveat that we can’t really use separate levels for this due to the requirements of our game)? A separate GridManager for each floor, and figuring out some way to pass pawn data between them, or is there an easier way?

  4. Per-Team Turns. I’ve never loved the individual initiative feature common to tactics games, and I would like to explore something more like a Space Hulk approach where you issue commands to your entire team as your “turn”. I can start to envision the kind of buffer this would seem to require - some kind of array of decisions that fills up and can be modified until you push a big “GO” button, at which point each pawn’s action is sequentially fed into the existing systems - but I don’t see a great way to construct this without doing an unpleasant amount of work. Is that what this feature would require?

  5. Synchronous Resolution. I’ve also never loved the “stand there while I shoot at you because it’s my turn and not yours” approach inherent to turn-based games, and I would greatly prefer something like Frozen Synapse where everyone gets orders for a turn and then everyone attempts to follow those orders simultaneously. My co-developer Mitch said this would be a “ridiculous” amount of work, but he was mostly worried about the AI necessary to make it happen. I’m no expert, but in my mind, the AI tree of “try to shoot that guy, but if he ducks behind a wall or something, you effectively lose the rest of your turn” seems fairly straightforward. What’s your assessment?

  6. Multiplayer. Are you able to give a ballpark guess as to when you might have multiplayer working? We’ve struggled mightily with network replication over the past few months, so I understand your hesitation to dive into that quagmire. I highly doubt we will have the time before the jam deadline in May to do this ourselves (if we even could), but we’d love to have a head-to-head mode for our submission. If that’s not realistic, knowing it’s coming some time this year would open up a nice DLC option for us. Any idea when multiplayer might happen?

Many thanks, !