Darthlatte
(Darthlatte)
December 12, 2018, 9:27am
2455
Ok, well that is certainly a much bigger map than what Iāve had in mind when designing the toolkit. I donāt think Iāve ever heard of a 12 square kilometer turn based strategy game before. I mean, you could always split it up into multiple adjacent levels, but since you want to have it seamless and presumably enable turn based combat in the border between two such maps this becomes more tricky.
Ok, so I donāt think I would generate the grid around each unit every time it moves, but you can probably generate a grid up to a certain distance around a unit when combat first starts. Since you probably want combat to happen on a large map this would very likely cause a very noticeable frame dip when it is generated. There are a few possible ways around this. The laziest is to have some sort of banner fly in with a ābegin combatā text, generate the map while it is stationary and then fly it out again. Pretty hacky solution, though. Another is to spread grid generation over multiple ticks, possibly in an expanding circle around the active unit. You could either start combat once this had reached a certain size, or you could even have it continue slowly in the background to an even larger size. In any case you are now doing the sort of thing where you would benefit a lot from using C++ instead of blueprint. I would probably recommend rewriting the grid generation algorithm in C++ for this.
Thank you so much for the feedback, it really helps and your ideas are good! I know that my game needs are out of the normal, but I think itās just a case of non-traditional game idea = non-traditional development problems/challenges
Thank you