Hi and thanks for your work,
I bought your toolkit yesterday because I thought it would be the perfect starting point for my project. I always wanted to make a digital version of an idea I had for a board game and when I starting looking up methods and possible tools I found yours. The core of this game would be a square grid of fields which could be occupied by a player (similar to the game of risk). Each turn a player has some points which he can spend to expand his occupied area(this could come from the movement cost system somehow I guess). The game is supposed to be played only by real players via network as I donāt think Iām able to incorporate a AI right now. At first I thought I wouldnāt have to change too much but I think Iām getting a little bit lost. Sadly I just started working with UE4 so a lot of my problems should clear up by reading and learning more about it and about your toolkit too. But Iām asking right now mostly to hear from you if you think your toolkit is the right starting point for my ideas and if you think the changes I would have to implement are feasible.
My standing right now is that I need an array with the positions of occupied tiles of each player(the grid unit array seems to be a good starting point). From this a further array for each player is determined which includes the locations of all reachable tiles(mostly neighboring tiles) and which tiles have to be filled first(a player is not supposed to just build straight lines of tiles but should have to "reinforce a line of tiles after a determined length*). Those arrays should at each turn be compared to see where a possible tile is a hostile tile.
There would be three possible states of a tile in game then other than the default state. Possible, must-be-filled-first, possible but hostile(attackable). The arrays would also need to be updated each turn.
I thought about having a unit for each player that will stay for the whole game on the starting position. I would change the click actions so that clicking a tile would trigger filling a tile if itās possible and doesnāt require another tile to be filled first(and you have enough points) or trigger an attack on a hostile tile. I donāt know exactly what the āfillingā part should be. Of course it should change the entries of the arrays. After that it should be enough to represent the changes just visually on the grid I think as I donāt need animations or having the filled tiles act independently in any way - I first thought about filling it with units. Iām not sure how to get there exactly.
This would be my base idea. I have some extensions in mind like different rule sets(the players start with the same rule sets but after reaching some special tile they can choose from 2 or 3 advanced rule sets). The grid has tiles with differing costs. The grid layout Iām thinking of would allow 4 or 2 players - this should be determined before a game startsā¦
As Iām seeing it your grid system, the turn system, the networking system(without understanding them well) are a very solid starting point. The problem is that the toolkit seems to me to be focused on the units with stats and abilities which I donāt need. Do you think itās possible to build it into what I need?
I guess I could answer a lot of this myself by understanding your toolkit better but I have some problems with the tutorial videos - mostly with the one about blueprints - because it looks like a lot has changed.
Sorry for this wall of text - at least I hope itās understandable.
*Iām thinking that when a player is active all possible tiles(because of neighboring) are shown. But when he hovers over a tile which would make a straight line too long it shows in a different color which tiles would have to be filled first. (I hope I explained that understandably) - logically this would mean to check starting from a tile with only two neighbors if those neighbors too only have two neighbors and if this is true for too many consecutive fields you would have to fill in a third neighbor for the first tile with only two.