Today i first made the change for the recouping health logic. Yesterday my approach was more bit more brute force where i just cast to check if it is the tomato BP then add the health back inside of the widget slot logic. This time i realised i can add a “health impact” integer variable to the BP item parent and pull that into the health impact. some objects will have a neutral impact when used, but others like food and etc can change from positive to negative. I am excited for this because i feel like that i can possible do the mysterious fruit idea where you can take in a fruit but it’s never quite sure if it’s good for you or bad for you.
Then I decided to add a day and night cycle to track the game loop. I first started to do it via the level blueprint, then realised it’s probably best to embed the logic within the BP skysphere. It was definitely not hard to set up. The really tricky one is actually how to hook up the “how many days left until winter” inside the HUD widget. It took me so long to figure it out, firstly is that “set text” doesn’t work for making things dynamic. You actually have to bind the text variable and use a separate variable to feed in the information you need.
I had a thought last night of maybe removing the permanent hud and ask the player to click on the character to bring up the inventory so to remove the clutter. I do wonder if there is a way to make the sense of time more implicit rather than having it exposed all the time.
Also thought of a potential solution to the crafting clicking input conflict issue. Perhaps you can’t hold inventory of the crafted item. Once you have clicked it, it is “used” either it pops into the scene or it helps out with your health.
Next Steps
fix the floor shading issue
Add fire flies for the night time?
fix lighting issues at night (it doesn’t feel dark)