Name | Description |
---|---|
Blueprint Abilities | Modular scripted actions that can bet given to an actor to execute input event/input. |
Gameplay Systems | Blueprint singleton World Subsystems that can be run asynchronously. |
Gameplay Modules | Blueprint singleton Game Instances Subsystems. |
Name | Description | Doc Status |
---|---|---|
Save | Saving and loading game data. | WIP |
Gameplay | Manage Level/World systems and gameplay with Combatants and async blueprint Gameplay Systems. | Incomplete |
Game Manager | Manage Game Instance level systems and events with blueprint Gameplay Modules. | Incomplete |
Dynamic Camera | Easily manage and blend between cameras automatically. | Ready |
BGM | Play and manage music. | Ready |
Zone | Advanced methods for handling and transitioning between Zones and Levels. | Ready |
Player | Manage advance input and widget for a player controller using Menus and HUD Layers. | Incomplete |
Scripted Effects | Scripted & Highly customizable effects that can be applied to a Combatant. | Incomplete |
Cues | Actors that contain an assembly of VFX, such as particles and sounds in a single source. | Incomplete |
Name | Description |
---|---|
Menus | Async full-screen widgets that recive input and trigger and ouput even on closing. |
HUD Layers | Full-screen widgets added onlgside gamepaly systems, acting as front-end, data display only and recieving no input. |
Popups | Temporary widgets that dispaly popup text/info from an on-screen actor, and auto-delete after a given time. |
Data Widgets | Special user widgets that can display data based on a given Source Asset. |
Data Lists | Widget that displays a list of Data Widgets with easy managing of input, selection, and hover events. |
Name | Description |
---|---|
Combatant | Gameplay component for manage Abilities, Attributes, and Effects |
Leveling | |
Equipment | |
Inventory (Asset Collection) | |
Turn-Based Manager | |
Instanced Actors |