Got a bunch of cool systems in place over past week. So as I progress its getting a bit clearer what I'm trying to make and I'm thinking at this point the game will have three basic pillars.
Dungeon Crawling
Base Building
Base Defense
Dungeon crawling and base building are already in to some degree and the last piece I needed was base defense. Got the framework for that in today. So I can trigger a base attack event, spawn waves of enemies and apply a route for them. Part of this was getting friendly NPCs sorted out so they work properly. So now I have guards, quest givers, etc functioning more or less the way you'd expect.
Still need to work on win/loss scenarios and such but one fun feature I really wanted was during these base defense events you get a MMO style group UI element so you can monitor your allies health, heal, buff, target via UI etc... all the stuff you'd expect. What I'm hoping to do eventually is have the base building portion let you select the type of guards you have with you during defenses, let you upgrade them equip them, etc. So this portion of the game lets classes with heals and buffs etc kind of flex those capabilities and this also sets the foundation for companions for dungeon crawling sections if I choose to go that route.
Also recently added significantly improved AI behavior for NPCs. They can now intelligently pick and use spells/abilities assigned to them in combat, buff friendlies in range, etc. Overall super happy with the pace of progress right now and getting dangerously close to this being something actually playable that I'll need to get people's hands on. Still sooo much to do but its moving right along.
Bonus SS of Sergeant Slate and the boys taking out the trash.
EDIT: considering using
GitHub - sinbad/SUDS: Steve's Unreal Dialogue System for dialogue system. Open source and well reviewed, curious if anyone has experience with it. If I end up using will probably post here about it once I've decided if I like it or not. Welcome to my blog