Good day to everyone in the UDK community. I'm writing this thread today in order to find an answer for a concern of mine regarding the capabilities of UnrealScript and Kismet.
I'm pursuing a degree in computer science, with a specialization in video games design and development, and I'm currently at intermediate level skill of C++ and C#. After seeing the many demonstrations of what Epic Games middleware can do, I was excited at the possibilities of what I can implement using UDK, and because of that I decided to get myself started with UnrealScript and Kismet. However, along the way, I got some uncertainty as to whether or not it would be a proper decision to use UDK to implement my game mechanics, because I want to make sure that I'm making the right and adequate choice, and that I'm not wasting my time getting used to an engine that could potentially lead me to a dead end later (no offense at all to Epic Games and their middleware, as well as the community, you guys are doing a fantastic job).
Here is a general description of the design I'm trying to implement: It is a role-playing game, and in the game the player can control a party of 6 playable protagonists. The characters are fully customizable using 6 primary attributes that affect a wide range of secondary attributes, as well as a considerable number of diverse skill trees, and an elemental system of 6 elements, with 5 elements going in a conflicting circle with each other, and 1 element representing "neutral/non-elemental" attribute that balances out the other 5. The battle system will use a turn-based time-keeping system similar to most J-RPG. However, unlike a standard turn-based system, during each turn, instead of just assigning commands on party members, the player must go through a sequence of interactive battle actions that will determine the outcome (hit, critical or miss) of the chosen command, be it attack, using special skill, or using items. The secondary attributes (mainly things like physical accuracy, magical accuracy, evasion, and the like) will determine the difficulty of the sequence, a.k.a how easy or hard it is to carry out the battle action sequence successfully. Through this system, it simulates a form of real-time combat as well as the manifestation of Chance to Hit on both a representative level (stats) and a literal level (action sequence).
Would it be possible to implement such design using UDK? Would UnrealScript and Kismet be adequate to carry out such implementation? By no mean I'm trying to downplay the strength of UDK, I just want to make sure that choosing UDK to make my game is the right investment and that it's feasible to do so.
If more details on the design are needed in order to help answering my question, please specify and I will give out more on them. I will greatly appreciate it if anyone can help me on this.
Thank you for taking your time with me, and I hope all the best to the community as well as Epic Games!
P.S.: If this thread happens to be in the wrong forum, I sincerely apologize and hope any admin/mod can move it to the appropriate forum instead.