Storing Multiple Character details and Stats
I'm in the process of making a turn based strategy game similar to Xcom or Fire Emblem. I'm now at the point in which I want to create multiple characters with different stats based on different 'classes', which change upon levelling up by a somewhat random amount etc. I've finished working out most of the formula and maths needed, and have a basic turn based setup working. I'm having trouble figuring out what the best method might be to keep track of many different characters, their ever changing stats, and the flexibility to add and remove characters as the game progresses. Characters will be randomly generated and practically unlimited in that a player can have anywhere between 1-100 characters at a given time, and as some are permanently removed (i.e Death), more will be generated. Each will have different stats, names, classes, and all that good stuff you'd expect. It's complex I know, and I've created a number of enums and structs to manage all the stats, and blueprint interfaces to handle some of the formula for the stat calculations and pass variables but, how can I store all this ever changing information efficiently? Where should I store all the players obtained characters?
If anyone has any experience with this kind of data or rpg/strategy gameplay mechanics or a good amount of blueprint knowledge (mine is somewhat lacking) then please share it with me, any help will be appreciated greatly.
asked Jan 30 '17 at 10:21 PM in Blueprint Scripting
Data Tables and Structs.
Data Tables not very flexible imo. So I would probably create a class like "DataManager" that would hold all necessary data in structs. That may be a problem if You're no familiar with C++, since working with data in BP it a bit slow. Especially loops.
Also join Discord server, we have many devs who have experience especially with RPGs: http://join.unrealslackers.org
answered Jan 30 '17 at 11:05 PM
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