Good news, everyone. As an unprecedented event I actually managed to complete the update before my estimated date. Since this is a moderate refactoring I'd normally consider delaying release until the next engine update, in order to keep the current live version stored by Epic as the 4.22 version of the toolkit. However, the changes between the 4.21 and 4.22 for this toolkit were small enough that I don't think this will be a big problem, as people could simply download and convert the 4.21 version. Also, if the next engine version is released while I'm on vacation I'd prefer not to spend time testing and updating then.
The main change in this update is a complete refactoring of the Turn Manager. I found the old version to be clunky and cumbersome; the result of trying to squeeze multiple turn systems into a D&D-like skeleton. One of the things developing this toolkit has taught me is that modularity is the key to flexibility, and so I've made sure the new Turn Manager is easily modifiable. Because of this I've included three turn managers. The base one is an XCOM-style setup with one faction at a time having their turn. The child actor variants is a D&D-style turn manager with an initiative based turn order and a more Fire Emblem/strategy game style turn manager very similar to the XCOM one, but where units are not selected automatically.
I will of course need to make a new tutorial video on this, which is a bit annoying, as the TurnManager one is fairly recent. This I almost certainly won't get done before my vacation, however, so hopefully the new TurnManger is intuitive enough for people. If not, just let me know in this thread.
Update details:
v2.3 (Pending)
No worries. Be aware that although I see no reason why you should have any issues, I have done most of my testing on grids with the standard tile size. If you encounter any problems, please let me know. Such an issue would likely look like something shifted a bit north-west of where you would expect it to be. But like I said, I doubt you'll see anything like that.
The main change in this update is a complete refactoring of the Turn Manager. I found the old version to be clunky and cumbersome; the result of trying to squeeze multiple turn systems into a D&D-like skeleton. One of the things developing this toolkit has taught me is that modularity is the key to flexibility, and so I've made sure the new Turn Manager is easily modifiable. Because of this I've included three turn managers. The base one is an XCOM-style setup with one faction at a time having their turn. The child actor variants is a D&D-style turn manager with an initiative based turn order and a more Fire Emblem/strategy game style turn manager very similar to the XCOM one, but where units are not selected automatically.
I will of course need to make a new tutorial video on this, which is a bit annoying, as the TurnManager one is fairly recent. This I almost certainly won't get done before my vacation, however, so hopefully the new TurnManger is intuitive enough for people. If not, just let me know in this thread.
Update details:
v2.3 (Pending)
- Refactored Turn Manager
- Added variant Turn Managers similar to XCOM, D&D and Fire Emblem, respectively
- Simplified and optimized unit ownership for networked multiplayer
- Added display of range and movement when selecting enemy units
- Added WASD for movement and TAB for unit switching.
Originally posted by leo bar
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