Hi everyone. I’m new to Unreal Engine and its Blueprint so I wanna ask if anyone know how to make a traditional turn based combat like Persona? I saw many tutorial but it is always Final Fantasy with their AP thing but I don’t know how to modify it, so I had an idea maybe I can make it from scratch. So if anyone here know how to do it, can you point me some tutorial/documentation related to that?
Like how to do passing turn order from one character in Player’s party to another and so on. And also, if possible how to make the combat zone, making it as separate dimension or something else like Persona.
Rather than looking for just a tutorial based on a specific game’s style, what elements are you looking for specifically? It becomes a lot more manageable once broken down into the parts you need instead of a whole, especially if you want to customize it to fit your needs.
As a baseline, check out the following non-Epic affiliated tutorial series that will contain a lot of the fundamentals you are looking to have and you can build from there:
I hope the above is the solution you are looking for!
Yes, thanks for that! However from what I’ve seen in that tutorial, they using AP like Final Fantasy so I don’t know how to modify that one to become the traditional one like Persona or maybe Random Turn Order like Atelier series.
“Tutorials” are not intended to show you “do exactly this to achieve a particular outcome.”
“Tutorials” are intended to illustrate the kinds of building blocks that are available, that you can then learn to put together to achieve whatever the outcome is that you want to achieve.
Typically, for a turn based game with a turn order, you can put the “turn order” as an array of actor references in the GameMode subclass you implement. For non-networked games, you can then simply look at the first item in this array, and show that one as the one taking commands.
When an actor takes its input command, you can call a callback in the GameMode that will remove the first item from the array, and if the array becomes empty, do whatever is needed to “resolve” the commands, and then re-fill the array with the turn order for the next turn.