I encountered several challenges with the development of DarkAge, compounded by personal circumstances, which ultimately led me to restart the project. This restart provided an opportunity to deepen my understanding of the Gameplay Ability System (GAS) in Unreal Engine using C++, as well as to refine my skills in replication for networking and multiplayer functionality. To date, I have implemented a foundational inventory system, along with fully functional health, stamina, and mana systems. While these components are operational, they currently feel too minimal to warrant inclusion in a showcase video; I intend to wait until there is more substantial progress to present.
Additionally, this solo development process has significantly expanded my knowledge of version control. Early in my experience, my exposure was limited primarily to Perforce, used more as a means for professors to review my work than as a genuine tool for tracking and reverting changes. Although I wish formal instruction had covered version control in greater depth, that gap has now been addressed. Within the next week, I expect to have sufficient assets prepared to present the current—albeit very early alpha—state of the project. I also apologize as I had fallen behind my at least weekly update and will try and tighten up on that as well.
by Raioix