Happy Cowzy Friday! šš” This week, I spent time refactoring older functions, improving building mechanics, and setting up future-proof systems. Hereās whatās new!
Building System additions
We can build!Ā While itās currently limited to houses, Iāve 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
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Refactoring & Future-Proofing
I went back and refactored key systems like BP_Building, BP_TownManager, and the BP_Resource BlueprintsĀ to align with what Iāve 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

Whatās 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! šāØ Stay tuned!
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