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mosaic's Introduction

Systems

Animation System part 1

Dynamic head replacement, and other mesh exchange animation related to the looting and pick ups.

Inventory System and UI

Player inventory UI and other related UI

  1. Head tab. Contains all heads
  2. Food tab. Contains all consumable food
  3. Resource tab. Contains resource to make head, and cook food.

It might be possible to merge Food and Resource tab?

Implementation

Each Pickup has a Tags field, some item can be in multiple categories. For example, a food can be a crafting resource. Use single array to store all the items. The items are dynamically categorized and displayed using its Tags field.

Slate and UMG

UMG is based on Slate.

Idea 1

The basic idea is having:

  • InventoryWidgetBP, an UMG widget blueprint
  • InventorySlotWidgetBP, an UMG widget blueprint

InventoryWidget handles layout and scrolling. InventorySlotWidget handles image loading, might be able to bind help message tooltip here?

It is ideal to handle all the logic in the blueprint, without any base C++ class.

Idea 2

Slate version of scrollable pane is ideal. Also the slot can be turned into a slate class as well. So we just need a single UMG UInventoryWidget wraps both SScrollPane and SSlot. The user interaction will then be able to handled in UMG.

Spawn System

Pickup spawn, NPC spawn.

At the moment, this spawn is based Component.

Loot System part 1

Naive loot system, can be just hard coded

Craft System

User Input System

Queue the user inputs, trigger appropriate actions.

Combine input statck and unrealengine animation state machine.

Animation System part 2

Animation related to fighting pose.

Fighting Collision System

Collision and damage design and calculation.

NPC AI System

Game AI development

Level Design, NPC Design

Game level design, enviroment creations.

Loot System part 2

Advance loot system, with proper random output.

Game Music

mosaic's People

Contributors

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Stargazers

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Watchers

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