UE 5.3 Medieval Multiplayer RPG - NPC persistence, vendors, crafting

another voiced video talking about some of the systems in my game that i havent previously talked much about. i have an npc management system now which handles the spawning, despawning, saving and loading of all the AI. this system is pretty extendable and easy to morph (with inheritance) the data used for the character being managed so its quick to create new npc archetypes (enemy that drops loot, or friendly vendor, ect) i have had this crafting system built pretty much since last year with the inventory but finally created ui for it (before when making crafting functions i just did it blind through looking at data/vars only) and i created a few example recipes which test the various aspects of crafting / requirements and finally the EOS integration is getting closer to fully functional, i have a server browser which queries all game servers, returns connection info and can be used to join servers, however its still a bit ugly so id rather just make that its own video later when its better
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