This was the last week for the indie dev project, so this is my prototype as finished as I could make it. I made a background for the battle scene, thinking again about the water character vs fire candle enemy.
Also finished the candle enemy's sprite sheet, as well as the player character one. They both have an idle, attack, heal, being hit and dying sprite. The water character also has an extra attack that I never got round to using.
Character Blueprint
Enemy Blueprint
Update of the battle managers blueprint
In order to get the top down feel I wanted from the part before the combat, I decided to add an invisible cube for the character to move on top of and have the background below it.
Almost have the Battle UI working as I want, but with more time I would work more no it making it more aesthetic and have all the elements I wanted.
Here are some screenshots from the Turn based battle. To give the feel of being in the background, I added another invisible cube that the characters sit on.
After the battle is over with either the character or the enemy dying, it returns to the main walking area.
If I had more time, I would add more elements to both the character and the enemy in battle, as I feel like its not hugely fun to play as they do very generic back and forth battling. I would add more attacks and make the enemy work more randomely. I would also add more enemies, so that you don't always get the same one when spawning a battle.