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UE4 Turn Based RPG (v3) Battle System & Menu Demo
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UE4 Turn Based RPG (v3) Battle System & Menu Demo

Main Menu: 0:00 Battle 1: 0:33 In-Game Menu: 3:54 Battle 2: 5:39 The purpose of this video is to demonstrate the third major version of a turn-based RPG battle system I made in UE4 (via Blueprint), as well as a completely new menu system to support it. Most assets (characters, animations, textures, sounds, particle effects, etc) were either provided by epic for free or purchased on the marketplace. Besides all of the logic and scripting, I also made and designed the UI (a combination of widget materials and textures made in After Effects). I have yet to decide if this version will be released as a playable demo or if I will just continue to improve it instead. A lot of what went into this update was rewriting, consolidating, and streamlining my Blueprints to make almost every aspect more flexible, modular, and easier to build new features off of. Some of the more notable changes are as follows: -Random battles replaced with roaming enemies. Advantage based on who makes contact first and if the player has been spotted or not. -Added attack affinities and character weaknesses for multipliers, as well as critical hits. -'Target All' spells and items. -Added auto battle (fast forward like mode where player characters are AI-controlled) and flee battle. -Like player characters, enemies now move to their targets for melee attacks in battle rather than standing in place -Ability to switch between static and dynamic camera views during battle at any time. -Slightly improved camera movement, especially when performing melee attacks with player characters. -Full menu system. Set/arrange party members, add/remove equipment that affects stats, use spells/items out of battle, and a save/load system. -Full stats for every character and battle calculations that use those stats (stat calculations mostly based off of the Dragon Quest model, with a little bit of Final Fantasy 7 and X) -Actual turn order based on agility stat (plus variance) and the ability for that turn order to be effected things like spells or items. Previous, turn order was just players first and then enemies. -Experience, gold, and items gained from battles. -First pass and introduction of the "Pressure" system. Bonus damage (via weaknesses and multipliers) is stored in a 'pressure gauge' rather than applied immediately. So an attack of 10 with a multiplier of 1.5 based on affinities would deal 10 damage to the target and add 5 pressure (attacks with no bonus add a default 10% of damage dealt as pressure). Once the pressure gauge is filled, it pops and instantly deals all built of pressure as damage (pressure gauge is generally 1/3 to 1/4 of max HP), resetting the gauge back to zero. The targeting reticle color (blue, orange, red) shows how close the gauge is to reaching the limit without giving the specific value. Guarding now reduces pressure (by 33%) at the beginning of the next turn if not attacked. If attacked, guarding halves damage and stops additional pressure, but does not remove any. Guarding has a cooldown and cannot be activated two turns in a row. Future iterations of this will see the ability to use a high pressure gauge as a means of defensive-oriented strategy via a parry/counter like system. For instance, the ability to reflect pressure and attacks when near the limit, creating high risk/reward opportunities where certain characters/classes/enemies might purposely build pressure in order to send it back to attackers. -Expanded Battle UI. New player nameplates and more info on hits such as multipliers. Targeting reticle color also now reflects how much pressure is built up. -Battle advantage (player, enemy, neutral) now effects starting pressure rather than giving additional turns. Neutral = 0% for everyone, Player = enemies start at 50%, Enemy = players start at 50%. Asset Credits: Ancient Treasures - Dekogen Studios Animation Starter Pack - Epic Brushify Environment Shader Pack - JoeGarth Environment Set - NatureManufacture Fantasy and Medieval Architecture Kit - Denys Rutkovskyi Fantasy Interface Sounds - Cafofo Music Fantasy Medieval Master - J.Bob Sound Studio Flowers and Plants Nature Pack - Dragon Motion Footsteps Sounds with Blueprint Setup - Bartosz Kamol Kaminski FX Variety Pack - Kakky Infinity Blade: Castle - Epic Landscape Backgrounds - Gokhan Karadayi Luos's Particle Toolkit Vol. 1 - Luos Paragon Greystone - Epic Paragon Minions - Epic Ultimate SFX Bundle - Sidearm Studios Water Materials - tharlevfx Music Credits: 75 Lower - DJ Williams Pushing the Stone - Silent Partner

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