started the crafting

Using the tutorial series on crafting is interesting because I want use a top down player controller and have my UI always visible, instead of the tutorial’s first person play mode with a togglable UI.

I had to make some adjustments to how the crafting gets triggered instead of using a hover + key input, i have it so that you click on the button and trigger the recipe check and add the crafted item to the list.

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I remember a while back i was looking at this guy’s talk on how to calibrate a well balanced recipe system . And I wonder if eventually i will need to take care of that. But perhaps before I get to that chunk of work i will want to figure out the procedural environment in WFC first.

Starting something

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).

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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?

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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…

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Next step

  • crafting the item

  • disable collection if the inventory is full