Those animations look amazing!! Great job!
Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.
This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
This is the main Developer window. From here, you can organise everything within your adventure, change the map layout, and add or edit any part of the adventure.
This is the Location editor. Put simply, all you need to add is a short and long description. Then on the directions tab, you select where each exit from the location leads to.
This is the Object editor. Every object needs a name, which consists of an article, optional adjectives and one or more nouns. They can be given a description, and assigned a multitude of properties to make the object behave as you would like.
Tasks allow you to respond to particular user input depending on particular circumstances, and also manipulate objects and characters in the game. You can create a default response to things, then have special cases for different items.
The Character Editor is very similar to the object editor, but you can also give characters a Proper Name. There will be a different set of properties for characters.
Events allow you to trigger things to happen at different times in the game. Typically you may want something to happen at a random time, or a set number of turns after a task is run.
Finally, all this development has to be for something. ADRIFT Runner takes adventures created with Developer and plays them in a familiar way.