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Скачать или смотреть Dev Stream: Building the Attack Progression System – Not Just Debug Menus Anymore

  • Ask A Dev
  • 2025-06-19
  • 230
Dev Stream: Building the Attack  Progression System – Not Just Debug Menus Anymore
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Описание к видео Dev Stream: Building the Attack Progression System – Not Just Debug Menus Anymore

THUMB(Custom Magic Loadouts)

Big milestone today — the shard progression system is up and running (mostly)! Instead of relying on debug menus, I’m building the real UI players will eventually use to equip and evolve their magic. That means fully working shard collection, progression tracking, UI feedback, and shard consumption — all wired into the game and ready for testing.

We cover:

Magic paths (Echo, Drift, Pulse, Fracture, Stasis)

How core vs relic progression works

Clickable shard tiles that update visual tiers

Why I skipped debug menus entirely

Live Blueprint debugging and memory loss around Map nodes (oops)

The system still needs polish (and limits), but it’s a huge step toward actual playtesting of full combat kits. Thanks to everyone following along and helping shape the build — your feedback is already driving how this evolves.


💜 Patrons, you keep the lights on
Your pledges literally paid the new creature concepts—thank you!
Join the chaos, vote on features, and get dev-stream replays:   / askadev  

💸 Tip Jar / One-off support
https://www.paypal.com/donate/?hosted...

🗣️ Hop into the Discord
Community Q&A, bug hunting, and the occasional meme:   / discord  

Spreading the word is just as valuable—likes, shares, and comments help more than you know.
🙏 Thanks for riding shotgun on this rollercoaster. Next stop: ranged attacks, combo logic

⏱️ Chapters
00:00 – Intro & Stream Goals
The Rend recap, progression overview, and why UI matters more than debug tools.

02:00 – Magic Paths & Playstyle Design
Mistweavers, Thunder Striders, and tier-based specialization explained.

05:45 – Prototyping vs Paper Design
Why we're building in-game systems early and ignoring conventional workflows.

10:30 – Shards, UI Skeleton, and Player Inventory
Initial setup, visual structure, and planning for stat previews and relics.

18:00 – Implementing Shard Consumption
Wiring up the click system and adding shard stacks to progression.

27:00 – Blueprint Hiccups & Map Logic
Live debugging Unreal’s Map behavior (and forgetting how they work).

35:20 – Making it All Talk
Refreshing the UI through interfaces and parent callbacks.

43:00 – Live Debug: Shards Working (Mostly)
Shard colors update, shard stacks deplete, and fake clicks are locked out.

53:00 – Next Steps for Testing & Balancing
What comes after core implementation, and how players will test it.

#unrealengine #Blueprints #GameDevelopment #GameDesign #UnrealEngineTutorial #gamedev #virtualproduction #unrealengine5tutorial #animation #characteranimation

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