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Writer's pictureVinny

Saturday Session (VII)

This weekend I made a lot of progress on the foundation of the game's attribute system.



Summoner channeling divine magic

  • Corrected visuals on the health and mana globes

  • Increased contrast on ghost globes

  • Color tinted ghost globe backgrounds to match health and mana colors

  • Created a frame and text value row widget to house attribute values

  • Created a version of the attribute widget row with an optional button for upgrading attributes if unlocked

  • Learned how to use 'Named Slots'

  • Built the attribute menu

  • Added a reusable button class widget with all the parameters as variables

  • Created a wider button blueprint

  • Worked on displaying attribute data in the UI

  • Created a gameplay tags singleton to be able to access attribute data via tag

  • Implemented an asset manager singleton to handle loading primary assets

  • Setup native gameplay tags instead of using a data table to store them

  • Created an attribute info data asset and struct to house the info

  • Added Attribute Menu widget controller to handle the comms between the data asset & UI

  • Created an ability system blueprint library so I could call those functions in blueprints

  • Implemented an attribute info delegate to broadcast the information for attribute values

  • Added widget attribute tags

  • Mapped tags to attributes using function pointers

  • Added code to respond to attribute changes


I've been working on the game now for over one hundred hours and I can feel the momentum building. I am becoming better at debugging code and working my way through compile errors like a pro. I still don't feel 100% comfortable, but I am less panicked by compiler errors than ever before. This fearlessness will help me overcome greater challenges that I will surely face later.


Cheers, Vinny

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