[= ;211519]
Everything I’m doing is in Blueprints. While I have a bit of scripting knowledge from Unrealscript, I am nowhere close to the level of proficiency most coders have, much less an actual programmer! I’ve been trying to wrap my brain around C++ but until I start understanding what I’m looking at I steer clear of it. Once I get it built (it is derived heavily from Ian Shadden’s work on procedural generation, he helped me set up the initial system that I’ll be using and expanding upon once I have the time), I plan on making a tutorial for the specific setup which will be on the wiki. I can’t guarantee when this will be, however, as it is a lengthy project that I have to work on when I have free time. There may be several other, smaller tutorials that will come out first as I have a bit more time to work on smaller projects.
[/]
Ok, looking forward to seeing what you’ve made. It’s always interesting to see how different people try to solve the same problem. I’m planning on converting some parts of the project to C++ when I’m done with the essentials (though the list of what I consider essential keeps growing
), though at the moment I think I’m pretty much at the same place as you in when it comes to coding.
[=;211642]
Hey , Just curious about a few things -
[/]
Hi . As noted, many of the questions you ask are game specific, and as I’m creating more of a framework there will probably always be a lot a user will have to make on their own for their specific games.
Turn based strategy games have a lot of differing rules, and if I try to include everything, the blueprint could quickly become quite bloated and cluttered. I aim to make the blueprint as flexible as I can, however, and most of what you ask can be added quite easily. If you download my project feel free to contact me with specific questions and I’ll try to give you solutions that work within the framework.
That being said I’ll try to answer your current questions as best I can.
[=;211642]
- Will this be sold on the marketplace?
[/]
Sure will! It should be on the marketplace voting board aaaany day now, and should be on the marketplace proper about a month later.
[=;211642]
If this will be sold on the marketplace how much will it cost?
[/]
I haven’t completely decided yet, though probably something close to similar items on the Unity marketplace.
[=;211642]
3. Is there any way I can get my hands on this sooner?
[/]
I don’t plan on making it available before it hits the marketplace. Besides, it’s not polished enough at the moment, and the commenting could be better, so I wouldn’t feel comfortable distributing it quite yet.
[=;211642]
Does this handle two or more different unit types (Example: Flying units and Ground units) on the same tile?
[/]
Not at the moment, though this shouldn’t be too hard to add. I’ve discussed this earlier in the thread. The easiest way to do it would be having a separate pawn array for flying units.
[=;211642]
How big can the maps go before you start running into problems?
[/]
That depends. The grid itself can be very big without any problems. I’ve frequently tested the system on 200200 tile grids without any slowdown. What matters more is how you choose to render the grid and the movement speed (tiles/turn) of your units. If you use instanced static meshes your grids can be much larger than if you use regular static meshes. This does of course also depend on what kind of hardware you’re running the game on. For a grid up to about 4040 you probably wouldn’t go wrong no matter how you build your level.
[=;211642]
Does this support non ground (Example: Air, Water or Space) based units?
[/]
By asking this you’re asking whether you can have units that treat different sorts of terrain differently, right? Water could for instance be treated as a wall for one unit, but as walkable for others? The system does not allow for this at the moment, but it’s near the top of my to-do list. I’ll see if I can include it before release.
[=;211642]
Will this support units within a unit? (Transport Aircraft, Transport ships, Siege tower, etc.)
[/]
Probably. This could be implemented in several ways, and would depend heavily on the specific game.
[=;211642]
Can we specify unit facing in-game?
[/]
That’s not included at the moment, but it would be easy to implement. Just read and modify the rotation of your pawns.
[=;211642]
Is this multiplayer ready? Does this support LAN? Does this support Split Screen Play?
[/]
Not out of the box. Turn based strategy is probably one of the easiest genres to set up for multiplayer, but I know nothing about how to add multiplayer integration, and have not built my system with this in mind. I will try to add it at some point, but that’s still a long way away.
[=;211642]
Are vehicles supported in this plugin?
[/]
Depends entirely on what you mean. You could of course replace the mesh of a pawn with the mesh of a tank, if that’s what you mean.
[=;211642]
Is bailing / getting out of a knocked out vehicle supported? (Spawning the crew of the destroyed vehicle next to it)
[/]
No, that’s pretty game specific. Doesn’t sound hard to implement, though.
[=;211642]
What platforms will be supported?
[/]
I have only tested it on desktops running windows at the moment, though I see no specific reason why it shouldn’t work on other platforms. It would of course depend on the graphical capabilities and processing power of the platform you’re running it on.