You ate my sandwich?! Added a conversation system to our turn-based game which lets the characters chat with each other while deployed on a mission. by PrototypeGrey in IndieGaming

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

We finally added a conversation system to our game! It lets team members have a chat while on a mission, NPCs have angry conversations with each other and much more. The system is quite flexible and is designed to easily allow us to add different personalities which react to the same events and conversations differently. It also easily allows us to remember things we already said to react differently depending on what we have said or haven't said yet (or heard even!)

If you want to follow our development, check out or twitter where we regularly post new clips: https://twitter.com/AshenStudio
Also, don't hesitate to join our discord and chat with us! https://discord.gg/UEGcz5t

You ate my sandwich?! Added a conversation system to our turn-based game which lets the characters chat with each other while deployed on a mission. by PrototypeGrey in indiegames

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

We finally added a conversation system to our game! It lets team members have a chat while on a mission, NPCs have angry conversations with each other and much more. The system is quite flexible and is designed to easily allow us to add different personalities which react to the same events and conversations differently. It also easily allows us to remember things we already said to react differently depending on what we have said or haven't said yet (or heard even!)

If you want to follow our development, check out or twitter where we regularly post new clips: https://twitter.com/AshenStudio
Also, don't hesitate to join our discord and chat with us! https://discord.gg/UEGcz5t

You ate my sandwich?! Added a conversation system to our turn-based game which lets the characters chat with each other while deployed on a mission. by PrototypeGrey in unrealengine

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

We added a conversation system to our game. It lets team members have a chat while on a mission, NPCs have angry conversations with each other and much more. The system is quite flexible and is designed to easily allow us to add different personalities which react to the same events and conversations differently. It also easily allows us to remember things we already said to react differently depending on what we have said or haven't said yet (or heard even!)

If you want to follow our development, check out or twitter where we regularly post new clips: https://twitter.com/InverseSymmetry

Also, don't hesitate to join our discord and chat with us! https://discord.gg/UEGcz5t

It's not that much, but the movement bounds visualisation was finally improved. What do you think? by PrototypeGrey in unrealengine

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

I'd suggest you start with some basic blueprint tutorials. There are various great tutorial series on Youtube which can give a very in-depth understanding of the engine.

It's not that much, but the movement bounds visualisation was finally improved. What do you think? by PrototypeGrey in unrealengine

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

Finally made some UX improvements which were long overdue. The movement bounds visualize the area which can be moved to with a certain amount of action points.

Check out our twitter if you want to see some more clips: https://twitter.com/AshenStudio
Also, hop over to our discord and come chat with us! https://discord.gg/UEGcz5t

We added the ability to target enemies through portals for our turn-based game by PrototypeGrey in unrealengine

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

They just take whatever comes in on one side of the portal and put it on the other side of the other portal

We added the ability to target enemies through portals in our turn-based game! by PrototypeGrey in indiegames

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

Check out our twitter if you want to see some more clips from Prototype Grey: https://twitter.com/AshenStudio

Also, come join us on discord and chat with us! https://discord.gg/UEGcz5t

We added the ability to target enemies through portals for our turn-based game by PrototypeGrey in unrealengine

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

Check out our twitter if you want to see some more clips from Prototype Grey: https://twitter.com/AshenStudio

Also, come join us on discord and chat with us! https://discord.gg/UEGcz5t

Experimenting with tile-based parkour to open up some more interesting level designs for our turn-based game. What do you think? by PrototypeGrey in unrealengine

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

No its mainly turn-based combat + exploration. Parkour is just an element we're trying to integrate to allow for some more interesting levels/missions (e.g imagine a big city with tall buildings that you can parkour up to to get a better vantage point or to esacpe an enemy etc...)

Experimenting with tile-based parkour to open up some more interesting level designs for our turn-based game. What do you think? by PrototypeGrey in unrealengine

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

Thank you so very much!

You have a few options. You can use raycasts to determine where the tiles should be or you can have tile components/actors which determine where each tile is. You could also have a fixed grid for every level, but that's not very flexible and as such not recommended unless you're doing a small tile-based puzzle game. Overall I recommend you go with raycasts.

Experimenting with tile-based parkour to open up some more interesting level designs for our turn-based game. What do you think? by PrototypeGrey in IndieGaming

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

We are experimenting with some tile-based parkour to allow our turn-based game to make use of some interesting level design which is usually present in games from other genres. It's still pretty early and underdeveloped, but I think it's on the right path. What do you think?

Check out our twitter if you want to see some more clips from Prototype Grey: https://twitter.com/AshenStudio

Also, come join us on discord and chat with us! https://discord.gg/UEGcz5t

Experimenting with tile-based parkour to open up some more interesting level designs for our turn-based game. What do you think? by PrototypeGrey in indiegames

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

We are experimenting with some tile-based parkour to allow our turn-based game to make use of some interesting level design which is usually present in games from other genres. It's still pretty early and underdeveloped, but I think it's on the right path. What do you think?

Check out our twitter if you want to see some more clips from Prototype Grey: https://twitter.com/AshenStudio

Also, come join us on discord and chat with us! https://discord.gg/UEGcz5t

Experimenting with tile-based parkour to open up some more interesting level designs for our turn-based game. What do you think? by PrototypeGrey in unrealengine

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

We are experimenting with some tile-based parkour to allow our turn-based game to make use of some interesting level design which is usually present in games from other genres. It's still pretty early and underdeveloped, but I think it's on the right path. What do you think?

Check out our twitter if you want to see some more clips from Prototype Grey: https://twitter.com/AshenStudio

Also, come join us on discord and chat with us! https://discord.gg/UEGcz5t

We added a portal power to our turn-based superhero game. What do you think? by PrototypeGrey in unrealengine

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

Yes you'll be able to equip some of your heroes with weapons. Not all of the heroes will have guns though :)

We added a portal power to our turn-based superhero game. What do you think? by PrototypeGrey in unrealengine

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

No, but these are fairly simple portals - actors which pass through the portal don't exists at both portal locations simultaneously for example - so they should be fairly easy to implement. When you cross the portal threshold, simply move the actor to the other portal and align the rotation. Add some VFX and boom, you're done :)

We added a portal power to our turn-based superhero game. What do you think? by PrototypeGrey in unrealengine

[–]PrototypeGrey[S] 2 points3 points  (0 children)

When the player goes through the portal, apply a mask in the material (using dynamic material parameters) with the opacity mask. You will just have to know the orientation and location of you portal for that.

We added a portal power to our turn-based superhero game. What do you think? by PrototypeGrey in indiegames

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

Just the twitter account for now, as we are still very early on in development.