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(2 edits)

These are some good devlogs. It seems like you've really got the technical aspects down-pat. I got the feeling you were more experienced when you mentioned that the save system was one of the first things you wanted to implement. I've heard it's an absolute nightmare to implement saving late in if you don't plan how to do it early. I too joined the Continue Your Game Jam back in January to try to keep myself focused, but I put that project on the backburner for a while and will need to refactor it before I pick it up again. I can empathize with you about simple projects ballooning in scope once you actually start designing them. It's discouraging, but that's something community support can help with.


There's some very good design tips in your devlogs too; I might use them. For my own ability system, I've just been using weighted randomizers. Each enemy has an array of structs with all their available moves and the likelihood of doing each one, then just get a random number between 1 and the length of the array, and then loop through the array and check if the random number is greater than the likelihood of the move, subtract the move likelihood from the random number if it isn't, and move to the next one. Your system sounds like it allows for a lot more tactical thought, but it requires an outside spreadsheet to adjust the likelihoods, so tradeoffs.


I'm looking forward to a playable demo release once you get more of the technical back end work and the player skills and such finished. This looks like it's going to be pretty fun.

Hey, thanks for the interest. I don't have much experience with gamedev, but I try to apply the design patterns I would use on a server. I hope to make the code at least partially source code as I have noticed a distinct lack of turn based rpg tutorials for unreal. 

Using unreal for the game comes with some perks such as built in support for data tables and save games. This is the main reason why I leaned towards external spreadsheets, I can just import it into unreal and use lookups on it.  Using it, I can see the attributes, abilities and AI weights of every enemy and quickly make broad changes. To my understanding this is the unreal way of doing attributes.

I might assemble a combat demo but I would first need to get some sprites as I don't want to ship anything with ai generated images in it. I will see once the core is done if its going to be easy enough to make as it would allow me to get some feedback on how the rpg skill play out.