TopDown RPG Template

Hello @Groatse .
Thank you very much for the detailed feedback. I really appreciate it.

I’ll just comment on the “not so good” points :

1 - I chose to implement items and equipments on data tables because I think it’s a good idea to separate this kind of datas from the rest of the implementation. Let’s imagine that you are working with a game designer and you want him to make some changes to balance the gameplay. Then all he needs to do is open the data tables and tweak parameters (damages,…) to modify the gameplay.

That said, you can skip data tables and implement you own items which inerits from BP_Item. This is what I tried to implement with the ItemKey : if no valid table is found for this key, we will treat the Item as a custom item and spawn it using only its class. (Check BP_EquipedItemsComponent::EquipWeapon() to see an example of how I implement it). The drawback is that for each custom weapon you need a custom item… Maybe I should add an option inside the data table to let you choose if you want to override datas or keep the default datas of the weapon (I add this to my ToDo list ^^).

2 - For multiplayer : It’s normal that the menu bugs if you have launched it in multiplayer inside the PIE. Two players are not supposed to coexists inside the menu, which makes sens because at this point you are not entered in a multiplayer session, you are just on the main menu. But everything works fine if you build the game and launch multiple instances.

For the movement… It’s strange, everything seems to work fine during my tests. I’ll check that.

3 - For combat I wanted to implement a basis and give the opportunity to the developper to build his own system on top of that. Moreover, your weapons and spells basically just need to override base classes to be regognised by the system. So you can easily implement your own behavior inside them.

4 - Not sure if the component-driven implementation increases the complexity. It would have been a hell if I have had decided to implement everything inside actors XD.
But yes, the system can take a little bit of time to be mastered, specially because I implemented a lot of different features. I mean… It took me 4 months to implement it. It will whatever save you a huge amount of time ^^.