Hi there, first of all thank you so much for your amazing toolkit!
I’m trying to prototype a digital board game and I would need some help on a couple of issues, and I apologize if they are trivial but I am new to unreal.
First I would like my character to move only a fixed number of tiles (the result of the roll of the die) and not the whole move range. I would like the pathfinding UI to highlight only the last box of the movement, the only box that you can click on to move.
The second thing, is that I would like the movement to be only on a straight line and not to include turns on other axes (basically you can only move up, down, left, right).
Hi, apologies for the terribly late answer. My support Discord is my main channel for support these days.
For changing the move range based on a die roll there are a few ways to do that. You could set the Move value of a Unit to a random integer in range when its turn starts. Alternatively you could modify the move ability you are using so that its PossibleMove value is randomized on activation.
For straight line movement without turns (like a rook in chess) you would create a child of BP_Path and set this as the PathfindingType for your Unit. In your custom BP_Path you could cache the start location of the pathfinding origin at the start of RunPathfinding. You would then override the AddTileIfValid function in your BP_Path child blueprint to check the angle between the potential tile to be added and the origin tile, only adding it to OpenTiles if it is a right angle.
Thank you for your ATBTT toolkit, it is very useful, I can quickly build a game demo to play , but I am not good at programming, these problems may be very simple, but it has troubled me for a long time.
I wanted to make a game like <<Stoneshard>>, where the game mechanic seems to be called synchronous turn-based,
I used the ATBTT toolkit to build a DEMO that could be played, but ran into several problems
Only one action can be done in attack and Move per turn, I changed the Max AP and move of the character, but I can’t rule out the other action, the effect I want is that if I make a move this turn, then I can’t make an attack, or if I make an attack, then I can’t make any more moves.
The action time of the enemy is too slow, I do not want all the enemies to move together, nor do I want the enemies to move slowly one by one. For example, I put three enemies, if they attack the animation at the same time, the player will not see the order of their three actions, but if the three animations are played one by one, it will take a long time to finish, which makes people feel irritated.
I wanted to do something like <<Stoneshard>>, where the enemies appear to be acting together, but the player can also see the order of their actions, I don’t know how to adjust the timing of the 3 enemy animations, for example, the first enemy’s attack animation takes 1 second, but the second enemy animation can start at 0.2 seconds Play it so you don’t have to wait for 3 animations for up to 3 seconds.
Looking forward to your reply. Thank you for your help