Bringing Cozy Games to Fortnite – Day 16

Day 16 — Crafting System Foundations

Context

Today marked the beginning of one of the largest and most important systems in Island Crossing: Crafting. This feature ties together nearly every other gameplay loop—gathering, tools, resources, progression—and will become a core part of the long‑term player experience.

Rather than trying to implement everything at once, I split the work between the AI Agent and myself so progress could happen in parallel.

System Architecture & Requirements

I began by outlining the full set of requirements for crafting, including:

  • Crafting recipes
  • Required ingredients and quantities
  • Output items
  • Crafting stations
  • Crafting UI flow
  • Validation logic
  • Inventory integration
  • Placement and pickup behavior

The list is large, but defining it early will reduce rework later.

Parallel Development Workflow

To keep things moving efficiently:

  • The AI Agent began implementing the backend logic and data structures.
  • I focused on building the UWs (User Widgets) that will form the Crafting UI.

This separation made it easier to work iteratively without blocking on UI or logic dependencies.

UI Work

I created the early versions of the UWs that will handle:

  • Displaying available recipes
  • Highlighting required materials
  • Showing the player’s current inventory
  • Crafting confirmation flow

Most of these are placeholder visuals, but they establish the overall layout and structure the system will build on.


Summary

What I accomplished:

  • Defined the full requirements for the Crafting system.
  • Began implementing Crafting backend logic via the AI Agent.
  • Created the initial set of Crafting UI widgets.
  • Established a parallel workflow to speed up development.

What I learned:

  • Large systems benefit from early requirement gathering to avoid rework.
  • Parallel work between UI and backend is effective when the system is well‑scoped.
  • Crafting will likely be one of the most interconnected systems in the project.