I started a project not too long ago. In short its a small scale, tactical RTS. Controlling a dozen or so big stompy robots with no base building.
My goal with this project is to learn Bluescript, learn Unreal Engine 4, learn what all it takes to make a game, and have something to point at when people ask what I know how to do, and say “This, this is mine, I made all of it, Thats what I know how to do.”
If I complete this, which I doubt I will, I would have a remake of a game I enjoyed playing growing up.
I generally upload a packaged version of my project every few days to my dropbox. If you are curious, check it out at https://www.dropbox.com/s/3hxmf627c02alyz/WindowsNoEditor.7z
Controls are currently mouse for aiming, right click to fire all weapons, 1, 2,3 to fire weapons individually, wasd to move, mouse wheel for zoom, and middle mouse to pan the camera.
Its not much to look at, but I have gotten rid of many of the Blueprint Gremlins ive been fighting with for the past few weeks.
I have found many oddities with Bluescript, and have many questions.
Are there any experts on Destructable Meshes? Specifically I want to know if you can detect with Bluescript if a mesh has fractured. If you can reference chunks, and attach things (like an emitter) to them. Can you make the chunks solid? Or change the thickness of them? A two sided material works okish, but I want the chunks chunky!
In Character movement, does the brakeing actually do anything? I have tried several values and the character always seems to stop on a dime. I want the robots to feel weighty, and my current system works sort of janky.
Is there a way to determine if an actor is standing on another actor? I recal in older versions of unreal (specifically Unreal Tournament 2004) that there was a list of attached items, and you could find a reference (to xpawn or somesuch) there.
If a big heavy robot is standing on a building I would like to collapse the building into rubble, but if a slightly less weighty robot stands on it I want the building to groan at the weight, but be just fine.
I plan on doing a visual damage system, hopefully more advanced than darkening a texture when something takes damage. Has anyone attempted doing something of this sort with Blueprint yet?
Comments, questions, replies to my many queries are welcome.