Agent is a huge meme for my friend group for pretty much the exact same reasons Lol.
Justdaveisfine
I have not seen the mention of base unreal engine outside of Twitter, but the change for UEFN has been noted elsewhere:
https://forums.unrealengine.com/t/we-re-moving-to-the-left-up-forward-luf-coordinate-system/2540901
I see there are some homebrew modules out there that add spellcrafting but they're more or less point buy systems.
I could kind of see it as I think you're describing, in that you make a spell with a bunch of spell symbols/glyphs that modify it, but each one of those cost components.
Hmm this is worth scheming on.
Looks great, I'll check it out, thanks!
I don't know the "right" answer, but I set it so if you hit something, it plays out some checks similar to as you described:
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If we collide with something but its only waist high, then we will have the player stop the grapple and attempt to vault over whatever it is.
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If we collide with something and its more than waist high, then we wait for a very small delay and see if we made any progress towards our destination. If not, end the grapple because something is in the way.
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Ignore all collision damage otherwise when grappling. Either we get stopped on the way and give up, or make it and then end the grapple.
... And last but most horrible of all:
- Do a completely different set of checks if the player is underwater when the collision happens.
All my games are janky though so I don't think this is some ideal setup.
Edit: Cleaned up the collision damage part as I thought I handled it differently.
Wii sports resort makes you calibrate every connected wiimote each time you launch a game.
Its quick but a little annoying.
A video game, but I do like the idea of spellcrafting in D&D.
I think there are some official rules for it but I've never played a game where it happened.
They would no longer have to pay taxes.
I unironically would love to make a game where you make advanced spells like this.
Just without Arcane Overflow and their overzealous wizards.
Oof, this reminds me of a personal experience.
Me: Oh this grapple system is easy, we'll just push the player's vector towards the destination vector.
Game: Oh but there's a small object in the way that cannot be moved. This will make an immense amount of collision data per tick.
Me: Can't we just ignore-
Game:
I actually just played this yester... Oh, hold on got to set the Wiimote down on a flat surface to calibrate it.
I can't trust my players to command their own boat again. Not since the incident.
These do look good though so hmm, maybe worth reconsidering.