[MENTION=94285]Marius Irgens[/MENTION]: I actually spent some hours trying to implement chess style movement for the toolkit after reading your question and found it to be more tricky than I anticipated. You will need to make some pretty major adjustments to get this working well. I will see if I get more time to look into it later, but the general idea is to get all tiles in move range from a unit (perhaps using the Get Indexes in Range function).
Then, using the outputted array from this function you would loop through it and remove anything that does not fit your criteria. E.g. not being on a straight or diagonal line from your unit if it is a queen by comparing tile indexes, not being allowed to move to tiles behind another unit by doing a trace from that tile to the current unit using a channel blocked by the collision of the unit in between etc. It will take some pretty heavy modification so I would recommend you attempt this first when you have a really good grasp of the toolkit.
@stormhierta: Hello! I do not really have an exact development plan or timeline. I did make a list of planned features that is in the original post, but it is pretty outdated at this point (I should probably update this soon). I’m also very bad at estimating how long something takes, but I’ll tell you what I’m currently working on.
My next update is planned to include a game example that is pretty close to XCOM. It will include things like accuracy, cover, skills you can choose from a HUD (including area attacks, overwatch etc.) and more. I will also be using many creative common assets to make this example look and feel closer to an actual game, including weapon meshes with particle effects etc. I have also recently gotten my HTC Vive so the next update may even include VR-support. I’m having a blast playing with UE4 and VR and already have a preliminary working demo of a VR enabled toolkit.
This is the initial plan, at least. Things may change as I go forward.