TFCOE: Devlog #2

Conor Kirkby

13/11/25

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TLDR

What Happened

Hey everyone!. This time, I spent my effort crafting the foundation for the gameplay systems. To start off and get me in the mood I started with something simple, that being a simple player inventory system. Using dictionaries, I created storage for both general items and key items and the relevant functions to add to them. I made this into an actor component so it can be added to any character in the future including the functionality for drops on enemies.

Following this I created another actor component to be attached to the game mode which will manage the combat. Including the current state of the game, and though it isnt there at this moment, the queue order and anything combat related. Frustratingly this is actually what caused the most trouble for me as for some reason when I tried to create an enum for the combat state, any blueprint usages would completely corrupt upon reload of the engine which didnt make sense as other enums exist and work perfectly fine. I struggled with this for nearly 2 days before I finally gave up and decided to subsitute an int variable. 0 meaning combat is not currently in progress and 1 for it is.

Now with a way to control the combat state of the game, I could begin to build the player controls for this. The player would need to switch between free movement to only being able to move with each click. I know also that player controllers and AI Controllers do not typically mesh well on Unreal and any AI input would most likely be ignored from a player character. Thus I divised a sneaky way around this. When combat is initiated, a dummy player which is a seperate actor mimickng the player but is an AI will be spawned in the exact location and rotation as the player. The normal player will then be hidden and their controls locked off. The new AI could now be controlled with mouse clicks and then when combat is over it will be destroyed and the player restored control and visuals in exact the same location as where the AI dummy ended. As of right now for testing it was allowed free roam with clicks, this of course will not be the case in the future, only allowing movement on board pieces. The camera also is among the next steps as it needs to turn from a locked perspective into a free moving camera seperate from the player.

To finish off I quickly created a base template for the board pieces, they are in no way close to what I want them to act as however, they are happily working now and I can click on them successfully registering input with my mouse

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