SamuKata
absent_dogma
absent_dogma

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Chapter 4: The Parts of One

Good day, dear Viewers.

For a month, while working on UI, I was thinking about what results I would show you at the end and how it would look. I was always frustrated by the fact that no matter how hard I tried to write the news, I couldn't fully reveal the whole picture of the interrelations - how and why I make such contextual element, how it will work in the future and why I see it this way. At one point, I realized that everything has its time. That is why today's news will be an introduction to the next one.

We've reached the point where the core parts of the Inventory and Equipment System are ready to start interacting. These include the Popup Panel (fast-interaction with item\storage panel), the Equipment Panel, the Main Panel (the panel that houses both the Inventory and other Storages), the Reserve Panel, and the Toolbar (limited functionality for now). They're all part of one. And I hope to show you how they interact soon. However, there's much more to come in the overall UI layout.

I'm probably not lying if I say that this is one of the most important systems in the game. It potentially allows you to interact with most objects (objects in the technical sense) in the World. I'm not putting off the convenience of using these panels (so-called QoL), which may seem redundant at the current moment of prototyping, but I know for sure that returning to this later, since I work alone, I will have difficulties remembering again which part of the code and how to work with. Therefore, I very carefully approach the issue of clarity of schemes and commenting, and also try to do as much as possible within the framework of one task. However, our memory sometimes plays tricks on us.

Among the changes, it's also worth noting that I "cleaned" and "updated" the project from previous versions. Previously, I used plugins for some narrowly focused work with the character skeleton currently not required in the new version of UE5 (the plugin functions were introduced natively), but the old scripts remained caused some errors in indexing blueprints. There were also other factors, such as incorrect behavior of the Integration Tools plugin for Visual Studio. In other words, a burden off my shoulders.

The next month will be one of the most intense months of my work. I will need to put the system together and show the result. Everything cannot be perfect from the very beginning, so we will see how everything works in practice and move on.

As always, yours,
Absent.Dogma

Chapter 4: The Parts of One

Comments

Hey thanks for the quick reply and your help, I actually had to finish it out at 30fps to trigger, started 2nd run thru, keep up the great work, if second project is half as good as last one I'm all in.

USMCRE6

are you on Discord????

USMCRE6


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