DufingunTheFrogWizardKing
Novice
- Joined
- Jan 4, 2019
- Messages
- 5
Welcome to my Let's Play of Unreal Engine 4. The main purpose of this thread is to document the changes in design goals, to provide a simple sanity check and as an incentive to continue working on the project.
I've been working on it for about ten days and so far we have aiming, firing, basic damage detection, turn orders, and weapon/armour detachment when a weapon/armour piece takes too much damage.
Movement, with the open of manual pathing
Proportional–integral–derivative controlled physics "drones" that follow units around
Broadly speaking the aim is to make a simulationist turn based tactical game. Hopefully level streaming will allow me to make an arbitrarily large map but that's something I'll test once I have some basic AI in, you can see the AI skipping their turns when the red box appears and they fail to take any action.
Specific mechanics might include: Valkyria Chronicles style "overwatch" fire with automatic weapons, picking up weapons and shields mid battle after detachment, complicated mech loadouts and pilot character building, ammunition and heatsink management.
The intended fluff is that it's a post apocalyptic mech setting (think Macross after the earth gets destroyed) in which you launch assaults from a central base. The basic idea being that you hunt down specific enemy bosses and extend your ability to traverse further into dangerous regions by setting up mobile bases and grinding out better gear.
If I don't like the game after a few months I might switch to another prototype which would probably be Ogre Battle with a giant map and with more RPG detailing in the squads but with similarly hands off combat.
I've been working on it for about ten days and so far we have aiming, firing, basic damage detection, turn orders, and weapon/armour detachment when a weapon/armour piece takes too much damage.
Movement, with the open of manual pathing
Proportional–integral–derivative controlled physics "drones" that follow units around
Broadly speaking the aim is to make a simulationist turn based tactical game. Hopefully level streaming will allow me to make an arbitrarily large map but that's something I'll test once I have some basic AI in, you can see the AI skipping their turns when the red box appears and they fail to take any action.
Specific mechanics might include: Valkyria Chronicles style "overwatch" fire with automatic weapons, picking up weapons and shields mid battle after detachment, complicated mech loadouts and pilot character building, ammunition and heatsink management.
The intended fluff is that it's a post apocalyptic mech setting (think Macross after the earth gets destroyed) in which you launch assaults from a central base. The basic idea being that you hunt down specific enemy bosses and extend your ability to traverse further into dangerous regions by setting up mobile bases and grinding out better gear.
If I don't like the game after a few months I might switch to another prototype which would probably be Ogre Battle with a giant map and with more RPG detailing in the squads but with similarly hands off combat.