This week I didn't get to spend much time developing the game because I am preparing to speak at a conference next week for work. All the prep work that goes into a conference like this leaves little time left in the day to focus on the game. I should be able to get more hours in after all the travel next week.
Today's session was focused on implementing the basics of the Gameplay Tags system. This is a hierarchical system of dot-separated values that can be used to identify effects and attributes (or really anything you would like) by their tag. At it's core the tag is basically a string. When evaluating the matching tags in a tag container you can check to see if the container holds one or more tags and, if so, you can perform actions against the tag(s).
Here's a list of the things I was able to accomplish today
Started implementing gameplay tags using data tables
Added gameplay tags to existing effects
Added data table to store primary attributes
Setup callbacks for binding to gameplay effect delegates
Implemented lambda to loop through effect asset tags for debugging
Setup UI widget data table
Wrote code to retrieve rows from data tables
Setup broadcasts for data table rows
Added effect messages to message widget to display on screen
Added some placeholder icons for the pickup messages
This works with any type of pickup actor moving forward. You can specify the icon and text to display by modifying them in the data table that holds the message widget information. This allows me to add any number of messages and display the appropriate message and image to the player's viewport.
I also validated all the changes using the command:
~showdebug abilitysystem
Next I'll work on a few simple animations for showing and hiding the effect message widgets on the viewport. I likely won't be able to post again until next weekend when I get back from traveling home from the conference.
Cheers,
Vinny
Comments