So the last couple of weeks, I’ve been toying with how i am going to build a small proof of concept for the wild child game. Trying to figure out the game play, and basic interaction.
I started off with a third person template in UE4 and tried to implement a bunch of random things like particle effects, world bending shaders and physics object (went off on a tangent on making a physics puzzle tanuki game).
I made some butterfly particles with a mesh shader which im quite happy about. I also buildt a foliage spawner that does a line trace to detect spawnable surfaces. I think i can potentially combine that with a WFC landscape so it can overlay some random all foliage instances along the surface, Still trying to figure out how to use WFC in a runtime context.
Then i switched over to the top down template thinking of making a more click or touch driven game where you will have to click around to find the resources you need. I started working on a crafting system and be always confused about the blueprint interface system, do i need an interface call? or a message? now should I set up an event?
Also cool thing i learnt about is setting up parent class to host the general template of the crafting object and funnel back the interface call back into the parent class.
I also started working on the UI, building the child widgets and spawning them based on the inventory info is quite data hookup heavy. I got stuck a couple of time, but here we go the first draft of what the UI looks lol and i call myself a design…
Next step
crafting the item
disable collection if the inventory is full