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GBoschiero
GBoschiero

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🎲 [Dice and Dragons #1]

This Is Day One

I’ve started this project in my head a hundred times.
Now I’m actually doing it.

I’m building a fully modular, data-driven D&D 5E-style gameplay system inside Unreal Engine. No half-baked prototype, no “maybe someday” GitHub folder — an actual, functioning toolkit that handles character creation, stats, races, classes, feats, items, spells, combat... the whole thing.

This is Dice and Dragons — and this is the very beginning.

Why Bother?

Because every time I try to make an RPG, a D&D-style stat system, or even just a fun prototype with character progression… I end up rebuilding the same logic over and over again. And every time, I wish I had a clean, reliable base to start from.

But the options out there are always too specific to one game, too vague to be useful or just kind of a mess under the hood.

So instead of waiting for someone else to make it, I’m making it myself.

What This Will Be (Eventually)

The goal is a D&D 5E-inspired gameplay system that:

Uses Unreal's Primary Data Assets to define everything — races, spells, feats, traits, etc.

Keeps everything modular and flexible — clean components, not tangled Blueprints

Is developer-friendly, with Blueprint support and readable code

Can become a Marketplace-ready plugin with documentation and examples

I want it to feel like a real tool — not just a cool experiment.

Where I’m Starting

Right now, there’s no UI, no characters, no maps — just a clear plan.

Here’s the first goal:

Create the core data structure for races, classes, and traits

Build a simple Character Editor UI to select those

Display calculated stats like HP, AC, Speed, and ability modifiers

If I can make that small piece rock solid, I’ll know the rest can scale.

What This Series Is

I’ll be writing devlogs as I build this — showing the process, the decisions, the wins and mistakes. I’m not sharing full source code (this is something I’m planning to sell), but I’ll explain everything I can around the architecture and approach.

If you’re into:

  • D&D
  • Game systems design
  • Unreal Engine development
  • Or just want to watch someone build something ambitious in public…

Stick around.

What’s Next?

I’ll be laying the foundation:

Folder structure and plugin setup

Basic Race/Class/Trait PDAs

The first logic pass on the character stat system

Then I’ll share how it’s coming together in the next post — or what I break and rebuild in the process.

Devlog #1 — complete.
Let me know what you would want from a UE5 D&D template.
Next: getting the first bits of data structure live in-engine.

Post by Devgius - The Game Dev Llama
Built in Unreal Engine 5.4

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