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    <title>DEV Community: Yuvraj Singh Kumpavat</title>
    <description>The latest articles on DEV Community by Yuvraj Singh Kumpavat (@euphorus).</description>
    <link>https://dev.to/euphorus</link>
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      <title>DEV Community: Yuvraj Singh Kumpavat</title>
      <link>https://dev.to/euphorus</link>
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      <title>Today I learned about basic turn-based combat logic</title>
      <dc:creator>Yuvraj Singh Kumpavat</dc:creator>
      <pubDate>Mon, 19 Oct 2026 20:14:20 +0000</pubDate>
      <link>https://dev.to/euphorus/today-i-learned-about-basic-turn-based-combat-logic-561h</link>
      <guid>https://dev.to/euphorus/today-i-learned-about-basic-turn-based-combat-logic-561h</guid>
      <description>&lt;p&gt;So the way that JRPG framework make it happen is: &lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;They created 4 distinctive character blueprints with both world and battle base. At first I thought why are they doing like that, but then I realized it was mostly like an oversimplified way to get and set characters in the world and then in the battle. I can't think of a better way to deal with this because this seems pretty okay for me to work on. &lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;They created components and I mean a lot of Actor Components. The main combat logic is in Battle Manager. There are others like Action Manager or Character Stats, etc but I feel like they are meant to be used on specific characters to give their own stats and action events since there was a comment with main events empty to set it once they create the child blueprint of Character Battle. &lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;But one thing that troubles me the most is the amount of casting. Like I have never seen something so overused in my entire time of learning about Unreal Engine. I still remember my professor, in the first year of uni or second, said to avoid casting as much as possible like not totally diminish the use of casting but try to not go overboard with numerous calls of blueprint casting. I saw a tutorial on how to use Blueprint Interface instead of casting to put some ease on the memory usage. I think this might come in handy when I try to port my game on Android since the real challenge is not making game, it is to port that said game on a low-end device. &lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;I kind of expected the Battle Manager class to be one hell of a spaghetti blueprints but damn it is quite easy once you know what you're doing. I'm currently bogged down by errors due to me changing the whole order of variables and classes. It is an easy fix because I need to reference it properly, clearing the older links with a new ones. But I really like that one post on Reddit on explanation about turn-based combat; he said it is one giant if-else statement from a bird's eye view and I think that was probably how back in the 80s or 90s turn-based combat were programmed. &lt;/p&gt;

&lt;p&gt;But anyway, I'm slowly making some progress, even though I can't see the game working properly because there are still a lot of blueprints pending to be rewritten to fit my data assets and variables. Once that is finished, I can finally do some proper debugging because I'm spiritually aware of the humongous amounts of bugs, especially logical ones or null character ref, will pop up. Continuing, once the base combat logic is finished then I will be left with designing UI, designing characters, making frames for that characters, environment art, making comic panels for the cutscene, making a storyboard so I could make those comic panels, making music (I will be honest, making a soundtrack for my game seems quite a heavy task. I wish someone lends me an electric guitar for a while so I could learn it and make some music)&lt;/p&gt;

&lt;p&gt;So in conclusion: &lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;I am grateful to make such a heavy progress in the game. Patience, discipline and determination will help me a lot in life.&lt;/p&gt;
&lt;/blockquote&gt;

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      <category>gamedev</category>
      <category>beginners</category>
      <category>devjournal</category>
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    <item>
      <title>My first post as an indie gamedev</title>
      <dc:creator>Yuvraj Singh Kumpavat</dc:creator>
      <pubDate>Sun, 18 Oct 2026 19:11:25 +0000</pubDate>
      <link>https://dev.to/euphorus/my-first-post-as-an-indie-gamedev-lh8</link>
      <guid>https://dev.to/euphorus/my-first-post-as-an-indie-gamedev-lh8</guid>
      <description>&lt;p&gt;Hello, this is my first post on Dev.to!! I have been suggested by my relative to start blogging about my coding journey on this website since 2022 but I always find it quite corny to write about your coding journeys publicly like how it is in LinkedIn; it is sad to see the state of LinkedIn nowadays. &lt;/p&gt;

&lt;p&gt;But anyway, a little introduction about myself - &lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;My name is Yuvraj Kumpavat&lt;/li&gt;
&lt;li&gt;Game developer by profession&lt;/li&gt;
&lt;li&gt;My skill-sets are: Unreal, Unity, C++, C#, HLSL, Clip Studio Paint, Git/GitHub and various IDEs&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;My main purpose of starting this blog is to document my journey on making my own game after years of education and experience, &lt;em&gt;my very own&lt;/em&gt; &lt;strong&gt;MAGNUM OPUS&lt;/strong&gt; and honestly it has been quite hard ever since I started taking this thing seriously, sometimes it is a bit hard to hold myself accountable even though I have written deadlines and I am barely getting some sleep lol. &lt;/p&gt;

&lt;p&gt;I have a lot of responsibilities including the development of this &lt;strong&gt;magnum opus&lt;/strong&gt; but despite breaking through those barriers being thrown by life and focusing on making this game is quite fun to be honest. It is just the start of the journey honestly because I recently came up with the idea and I have to maintain that patience, discipline and determination to realize that idea. &lt;/p&gt;

&lt;p&gt;I think I have talked too much so a little update about the game I'm working on: &lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Right now I'm trying to get the idea about turn-based combat system and trying to translate that from one framework to another with my own specifications, rules and datasets. &lt;/li&gt;
&lt;li&gt;Thanks to my previous self in the 2nd year I was able to save that JRPG framework and learn about it. &lt;/li&gt;
&lt;li&gt;I am making something like Octopath Traveler and when I heard that you can make a 2D game in Unreal Engine especially in a 3D environment, they are called Hybrid 2D or HD2D (Square Enix came up with it), the amount of neurons started firing in my brain were explosive. &lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;And in conclusion, I'm ending this blog on a positive note that: &lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;Good thing takes time. You need patience, discipline and determination to craft that idea&lt;/p&gt;
&lt;/blockquote&gt;

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      <category>gamedev</category>
      <category>productivity</category>
      <category>beginners</category>
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