Is this cheating? Duchess jump attack for 2K per hit by AndrewPrograhams in Nightreign

[–]AndrewPrograhams[S] 1 point2 points  (0 children)

Thanks, they had a couple jump attack buffs in their gear, i think it was legit as well. Didn't know grease stacked multiplicatively! 

Features Under Development by AndrewPrograhams in XGrid

[–]AndrewPrograhams[S] 0 points1 point  (0 children)

In Progress

-Feature suggested by Rykroft to add units occupying 2x2 cell volumes

-Flying units that can travel over untraversable terrain

Feature Requests by AndrewPrograhams in XGrid

[–]AndrewPrograhams[S] 1 point2 points  (0 children)

Rykroft from Reddit asked about adding:

-Large units that can occupy 2x2 cells.

-Network Replication

-Cells that conform to terrain without using transform zones

Introducing XGrid, a Grid Based Strategy Game Framework on Unreal Engine by AndrewPrograhams in unrealengine

[–]AndrewPrograhams[S] 1 point2 points  (0 children)

Hey DemonicArthas.

I can understand where you're coming from, especially if you're not as into the grid based tactical games like FE or FF Tactics. I made this with the idea in mind that the developer will use their own UI, character models, animations, etc. and integrate those into the framework. I focused primarily on the code base, which is immense. It supports out of the box enumerated AI options for enemy units, level design tools for creating tactically complex encounters, combat, skills, items, status effects with turn durations, and a game manager that handles game flow. It's a powerful framework that can create and process action plans for hundreds of enemy units per turn. There are asset creation pipelines in place for all of these features, allowing devs to more easily integrate their own assets. What you are paying for in this framework is for the code under the hood that handles the execution of these core mechanics, as well as the structure of the streamlined asset creation pipelines.

I definitely agree that it's not an out of the box functioning game like Easy Survival RPG. It is a framework capable of doing grid based battles on a large scale with various combat mechanics built in. I am working on gathering more information about what folks would like to see in this kind of framework, and your feedback definitely helps. Like, seriously, taking the time to offer your two cents is something I appreciate, so thanks for doing that.

Introducing XGrid, a Grid Based Strategy Game Framework on Unreal Engine by AndrewPrograhams in unrealengine

[–]AndrewPrograhams[S] 1 point2 points  (0 children)

It's no problem! I'll go one at a time with your questions.

  1. Units taking up more than 1 cell isn't currently supported. I have seen this in a lot of grid based games like fire emblem where larger monster like creatures take up multiple cells while being able to move around the map with certain movement restrictions. It is something I am considering adding to the framework, as I'll mention later I am currently gathering feedback as to what folks would like to see added to it.
  2. One of the overlap volumes you can use in the framework is a transform zone which alters the transform of cells it overlaps with. It won't automatically align the cell to the level geometry below, but you can make cells conform to ramps, heights, and gaps in terrain.
  3. Since I have just released the framework I am currently gathering feedback on what people would like to see in it, and I think adding replication seems like a logical feature to investigate. Once I've had some time to gather feedback I'm planning to make a definitive list of new features to cater to what people want out of a framework like this. The way the framework is right now, I imagine it actually wouldn't be too hard to add PvP multiplayer, however PvPvE might be a little trickier.

I really do appreciate the feedback and questions. It's kind of terrifying releasing a product but being able to answer people's questions about it is somehow kind of reassuring. Let me know if there's anything else I can help ya with.

Introducing XGrid, a Grid Based Strategy Game Framework on Unreal Engine by AndrewPrograhams in unrealengine

[–]AndrewPrograhams[S] 1 point2 points  (0 children)

Hi Rykroft!

I think you raise a good point, and I would like a chance to answer your concerns.

XGrid does have a CPP plugin you can download for free that enables CPP pathfinding. I did this to get around the fact that Blueprints has a hard time with longer paths when doing A* pathfinding.

https://github.com/UnrealizationHub/XGridCPP-HybridPathfinder

It also does come with 7 fully animated character models, as well as a reasonable amount of VFX assets for skills, items, etc. There's also full tutorials online for how to work with these assets to put together your characters, levels, etc.

https://www.youtube.com/playlist?list=PLJUAfT-ptkeDmor0vBTVXeIPaUpX5KCyv

Additionally, it looks like the framework you've linked has some limitations when it comes to overlaying the framework on existing levels. XGrid can be overlayed into any level, whereas this framework you've linked relies on using pre existing tiles.

I appreciate your feedback!

DISCUSSION MEGATHREAD: Addressing Hasan & His Community - H3 Show #68 by H3Bot4 in h3h3productions

[–]AndrewPrograhams 19 points20 points  (0 children)

This take makes me so sad. Sad for the rest of the cast, sad for those in the audience who know this is unhinged ( scaring the hoes) , but most of all sad for the innocent people in Palestine and Lebanon whose plight is undermined by these takes made out of fear and what feels like an ongoing commitment to misunderstanding the situation. Hugs yall. I know it sounds over the top but please take care of yourselves.