This week has been mostly reimplementing back the old turn systems from the Unity build like “Spirit” movement, a mechanic from The banner saga that allows units to move further than normal as long as they have spirit points.

In between implementing the “Old” stuff from the unity build, I’ve been trying to take advantage of unreal workflows unique to the engine, in particular VFX. The shader graph from Unity was similar in how it allowed sandboxing of visual effects but the Unreal counterpart has felt way more feature rich. Below is a gif of 2D ocean waves meant to be the background for “Ship Battle” maps. I’m hoping to learning more VFX techniques to possibly make the game transition into 2.5D although there is no practical gameplay reasons to do so, unlike in Triangle Strategy.

