This is cool, but why not use GAS over doing it with a struct? When using GAS you get so much powerful functionality and it only requires minimal c++ definitions to setup an attribute set. After that is done almost everything can be done via BP. Replication using Gameplay Ability System Attributes is also a lot simpler to implement.
@TheOnlyBlueBoooАй бұрын
That’s very true. I like the gameplay ability system but truthfully I wanted to show off structs in this manner as I’ve found it to be a bit more beginner friendly. I’ve found the basic concept with structs also helps to show a more universal method for implementing an RPG mechanic. By that I mean one that can be used outside of Unreal Engine. Obviously this is an unreal engine tutorial so that isn’t as necessary to do though. When I continue this RPG series I will be going over GAS. But great recommendation and I’ll make sure to cover using GAS for attributes as well.
@asdfman7007Ай бұрын
@@TheOnlyBlueBooo Yea i agree it is easier for beginners, however, I think in the long term, anyone trying to make an RPG would have an easier time if they use GAS as it manages effects and can evaluate them using tags etc. There is no reason why you cant start this way and make a tutorial on how to convert the existing game to a gas project as well :)
@TheOnlyBlueBoooАй бұрын
For sure! Ideally I want to show off multiple methods and give pros and cons to each method. I also want to show how you can use each of those methods to create different sub genres of RPG’s. This will hopefully be a fairly robust series by the end
@asdfman7007Ай бұрын
@@TheOnlyBlueBooo awesome! I love the ambition to continue the series. I think turn based or a Dragon age style real time with pause RPG series could be really cool.
@juanmilaneseАй бұрын
I'm a kinda advanced unreal guy... Blueprint degenate, and I see that you sir a C++ connoisseur. For the longest time I cowered when thinking about rpg systems. Any content related to how to implement said systems, even on a super basic level in BPs would be highly appreciated. Its a messy / complex subject so anything related to that would be more than welcome- And I think is an underrepresented topic in an era when even pong clones have rpg elements.
@asdfman7007Ай бұрын
use gas
@juanmilaneseАй бұрын
@@asdfman7007 gas right? yeah, everything points me to that. I thought it as more like... ability trees and status effects? what about stats, numbers and progression. Like an item that gives you +10 agi or gaining a level and getting 5% evasion, gas is intended for that kind of use too? Also, gas is 100% BP? or it needs C++
@TheOnlyBlueBoooАй бұрын
So yes GAS can be used for attributes and abilities as well. There are some limitations with the gameplay ability system but that is a good alternative. Personally GAS is more for multiplayer games in my opinion. It also can be less efficient and more resource intensive than using structs or even manually creating abilities. At least that’s coming from a C++ standpoint and looking more at the backend of its functionality. Realistically it probably won’t matter for most people though. I will be covering the GAS system though at a later point.
@TheOnlyBlueBoooАй бұрын
Is there a particular kind of RPG system you would want to see implemented? Turn based, ARPG, strategy RPG?
@juanmilaneseАй бұрын
@@TheOnlyBlueBooo honestly I was looking into those early from soft PS1 games like king's field or shadow tower. for what I gather those are mostly stats and modifiers on gear (and I know inventory is its own can of worms) but as far as rpg systems go I couln't think of a simpler one without "regressing" into like... just pure action gameplay. But basically yeah... A system where you hit 10, equip +5 sword, now you hit 15 or wathever. Or you hit 10, you level up, allocate +5 into STR and now you hit 15 kinda deal. And Maybe some status ailments thrown into the mix (but maybe that kind of stuff is better implemented using GAS?) to be honest I didn't watch your whole video. I just saved it and plan on look into it later. Maybe this video already covers the basis of a system like what I'm talking about.
@WagallLynkxАй бұрын
on 49:09, you were // comenting the CPP+ version but I notice that the cpp version start with a "cast" the idea of using interfaces to improve performance weren't suppose to replace all casts ? so why you need to use a cast even with an interface ? and isn't affect the performance of your game ?
@TheOnlyBlueBoooАй бұрын
Great question! So yes, technically using an interface whether it is the blueprint version or the C++ version they both use a “cast.” Although the C++ version is more explicitly clear about this compared to blueprints. What makes interfaces better for performance though is that rather than me having to do a cast/cast-fail chain to determine what actor’s Interaction function I’m calling. I only have to cast to the interface. A better example may be if I have a game where you can interact with NPC’s, doors, pickups, items, terminals, etc.. I only have to check if they use that interact interface and if they do I cast to it. It allows for wildly different objects or NPC’s to all be interacted with using the same code. Not to mention in C++ to otherwise interact with these classes I would have to include their header files in the code. Which adds circular dependency, increasing compiling times, and increasing the memory required for my character. I hope that helps and makes sense! If not feel free to let me know and I’ll try to find a better way to explain it.
@TheOnlyBlueBooo2 ай бұрын
EDIT: Been extremely busy with work, but I’m working on getting the next Blender video followed by the next part in the RPG Essentials series. The next part will be covering GAS! The next video I’ll be working on will be a Blender game-ready tutorial followed by a video going over aiming down the sights in Unreal Engine. After that I will be working on expanding the RPG essentials series with some more videos.
@Suffi81502 ай бұрын
It would be cool to see this expanded on or making the visual aspect of the tutorial or making an example game using this.
@TheOnlyBlueBooo2 ай бұрын
So following the results of the poll I did last week. I will be making tutorials in the following order. 1. Basic RPG mechanics and setup 2. Blender game-ready model complete guide 3. Aiming down sights in FPS using the model we'll make in the Blender video. For 3 I will also be covering some basic animation blueprint work and animation montages.
@d-j16503 ай бұрын
Great video! It's really strange that another channel uploaded this video with the same title and voice. Austin T.
@TheOnlyBlueBooo3 ай бұрын
Hope it helped! Ah, yeah that is also my channel. I meant to mark that one as unlisted as I tried to vet the video through some other friends in the game industry. I must’ve made that one public by mistake.
@yamat09863 ай бұрын
Yo! Great to see you back making content again, idk if you still remember me but I was in your last live stream a few months back, can’t wait for more uploads 😊
@TheOnlyBlueBooo3 ай бұрын
I do remember actually! I’m glad to be back to making some videos. Very different videos but I’m hoping to branch out and make a new variety of videos here soon. Would love to stream again sometime too
@yamat0986 Жыл бұрын
Hello! is everything alright? you haven't streamed nor posted for a while...
@TheOnlyBlueBooo Жыл бұрын
All good! Finishing up my capstone project for my degree. Hopefully in a few weeks I can start making some more content
@BelfrostStudios Жыл бұрын
Thanks for playing! Lot of big updates to come out soon. Very exciting to see people play. :D
@JosephWhitworthGaming Жыл бұрын
I'll add a little something for you :)
@yamat0986 Жыл бұрын
looking forward to seeing you again in your next stream 😁
@sunni3235 Жыл бұрын
*PromoSM*
@TheMegabytes Жыл бұрын
Great video! Wish listed the game
@BelfrostStudios Жыл бұрын
Thanks for having us on! Was really enjoyable talking about games!
@katd8502 Жыл бұрын
This is my Hubby’s game! 😁 Been so hyped for the release 🥰