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Cowzy Friday: Building System Updates & Future-Proofing!

Writer's picture: Wesley ChartrandWesley Chartrand

Happy Cowzy Friday! šŸ„šŸ” This week, I spent time refactoring older functions, improving building mechanics, and setting up future-proof systems. Hereā€™s whatā€™s new!


Building System additions

  • We can build!Ā While itā€™s currently limited to houses, Iā€™ve added a DataTableĀ that will make new buildings easy to add!

    • Buildings also subtract resources as they're built!

    • I do plan on having buildings be buildable by the Townsfolk. Currently, they instant build.


  • Building DataTable is simply so far, and only features 3 buildings, but it's a good start to scaling up!

  • We can see the cost to build and which UI icon we use


Refactoring & Future-Proofing


I went back and refactored key systems like BP_Building, BP_TownManager, and the BP_Resource BlueprintsĀ to align with what Iā€™ve learned so far.

  • Buildings no longer have their costs stored in the class, but instead on a DataTable

  • TownManager is taking a larger role in handling town resources, which now has a BP_TownResourcesComponent which centralizes town resources

  • BP_Resources have a better defined ResourceType enum


The player controller handles the building input and sends out commands to other classes to handle the building!
The player controller handles the building input and sends out commands to other classes to handle the building!

Whatā€™s Next?

  • A basic UI to select buildingsĀ before placing them.

  • Buildings will soon be able to be built by the Townsfolk.

  • Eventually, a Day/Night!


The Cowzy Game is building up! It's great to have the beginnings of a loop from gathering resources to making buildings started!


Get ready for more updates on The Cowzy Game! šŸšœāœØ Stay tuned!

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