Info | |
---|---|
Project Title | IsoIdl |
Project Type | Plugin, Game |
Engine | UE 5.5.4 |
Version Control | none |
Repository | N/A |
Info
IsoIdl is a turn-based strategy game made in UE5 using Blueprints. The grid-based elements (movement, tile generation, pathfinding, etc.) will eventually be made into a Plugin to release on Fab.
IsoIdl started as a game jam idea. Well—sort of. The truth is that I’d been wanting to make a turn-based strategy RPG for years but kept getting stuck on where to begin. RPGs are a lot to develop—especially if, like me, you have a tendency to really get into the weeds with characters and narrative structure.
So when a fellow SNHU alum started a game jam (theme: Shape Science!!!), I took it as my opportunity to finally start making progress. An sRPG is too complex? Better strip it down to the foundation, then: grid-based movement and pathfinding in a simpler project.
Despite a crazy confluence of events—raging allergies, a surprise job interview, and an office-melting heat wave—preventing me from finishing a playable game for the jam, I still made meaningful progress:
- Spawned a hex grid using an Instanced Static Mesh
- Controlled the individual tile colors with Custom Data Values
- Implemented a working A* Pathfinding algorithm
Before I go any further, my first challenge is to do it all again, but in C++ this time. This is crucial to the well-being of both my mental health and the project. I simply cannot maintain a pathfinding system written entirely in Blueprints. And, since I want to use this system in the future after finishing IsoIdl, on a project that will definitely be using C++, it will be much easier to write it as a C++ UE Plugin.
Roadmap
Port What I've Already Done To C++
- Create Plugin
- Transfer
BP_Grid
- Transfer
BP_Pathfinding
(this should be made into an Actor component)
Finish IsoIdl
- Create pawns (should have a basic attribute set)
- Spawn pawns according to grid
- Grid-based movement
- Create Actions and UI (move, attack, etc.)
- Implement XP and level up system
- Create formation system (shape science, baby!)
- Define turn-based structure
- Make main menu
Timeline
gantt dateFormat MM-DD-YYYY axisFormat %d %b tickInterval 2week section The Jam Materials for Grid Tiles :done, mats, 06-13-2025, 2d ISM Grid :done, grid, after mats, 2d Interactable Tiles :done, interact, after grid, 3d A* Pathfinding :done, path, after interact, 3d Office-melting Heatwave :crit, done, heat, after path, 5d section The Plugin Setup VC :done, vc, 07-05-2025, 1d Create Plugin :done, plugin, after vc, 1d Refactor Grid for C++ :crit, active, refact, after plugin, 30d Develop BP Utilities : util, after refact, 10d Prepare for Release : prep, after util, 4d Research Fab Release :active, research, 07-05-2025, until releasep Release Plugin :milestone,releasep, after prep, 1d section Finish IsoIdl Create Pawns : pawn, 08-01-2025, until util Spawning and Movement : move, after pawn, 5d Action/UI : ui, after move, 5d XP/Formation : xp, after releasep, 4d Game Loop : loop, after xp, 10d Main Menu : menu, after loop, 5d Build for Itch.io : build, after menu, 2d Post on Itch :milestone,releasei, after build, 1d Writeup on Portfolio :milestone,port, after releasei, 1d