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