Tag: Cozy Game

  • Bringing Cozy Games to Fortnite – Day 6

    Bringing Cozy Games to Fortnite – Day 6

    Day 6 — Shovel Functionality & Persistence

    Context

    Today was about getting the Shovel to meaningfully change the world.

    Hole Digging

    • The Shovel now digs and fills holes.

    Persistence

    • Tile changes now persist across player sessions.

    Collision Fix

    • A collision issue caused by unnecessary physics was resolved by disabling the physics flag.

    Summary

    What I accomplished:

    • Implemented hole-digging mechanics.
    • Added tile persistence.
    • Fixed collision behavior.

    What I learned:

    • Physics flags can create hidden issues.
    • Persistence systems need to be established early.
  • Bringing Cozy Games to Fortnite – Day 5

    Bringing Cozy Games to Fortnite – Day 5

    Day 5 — Player Inventory UI & Input Navigation

    Context

    With tools working, I focused on building a functional player inventory UI.

    Inventory UI

    • I created a hybrid UMG + Verse inventory UI. Manual input navigation was required due to UMG limitations.

    UI Polish

    • I added UMG bindings for light animations to improve overall feel.

    Summary

    What I accomplished:

    • Built the player inventory UI.
    • Added equip/unequip interactions.
    • Improved responsiveness with UI animations.

    What I learned:

    • Manual input handling is sometimes necessary.
    • UI polish significantly affects player perception.
  • Bringing Cozy Games to Fortnite – Day 4

    Bringing Cozy Games to Fortnite – Day 4

    Day 4 — Inventory Migration & First Tool Implementation

    Context

    Today I migrated my existing inventory system into Scene Graph and created the project’s first real tool.

    What I did

    • Inventory Migration
      • I took my existing inventory item system (creative_devices) and converted it to be compatible with Scene Graph (components). The migration required rethinking how items are stored, equipped, and managed.
    • Shovel Tool
      • I created the Shovel entity and implemented an equip system. A simple UI helped validate behavior.
    • Interact Prompt Issue

    Summary

    What I accomplished:

    • Migrated the inventory system into Scene Graph.
    • Created and tested the Shovel tool.
    • Found a workaround for interaction prompt issues.

    What I learned:

    • Scene Graph encourages cleaner architecture.
    • Tool systems require tightly coordinated components.

  • Bringing Cozy Games to Fortnite – Day 3

    Bringing Cozy Games to Fortnite – Day 3

    Day 3 — Preview System & Early Scene Graph Work

    Context

    Today centered on Scene Graph—the system that will ultimately power most interactions on the island.

    Tile Preview System

    I built the first version of the preview system. It highlights the tile in front of the player to clarify where actions will apply.

    Learning Scene Graph

    I spent most of the day learning:

    • Entity parenting
    • Component patterns
    • Runtime entity behavior

    Summary

    What I accomplished:

    • Built the first version of the tile preview system.
    • Developed foundational understanding of Scene Graph.

    What I learned:

    • Scene Graph concepts are essential for future interactions.
    • Even simple preview systems require careful structure (e.g. parenting to scene objects vs. player entity).
  • Bringing Cozy Games to Fortnite – Day 2

    Bringing Cozy Games to Fortnite – Day 2

    Day 2 — Establishing Time & UI Foundations

    Context

    With the visual foundation in place, today focused on developing systems that make the island feel persistent and alive.

    Date & Time System

    I built the island’s Date/Time system using UMG and Verse. This required experimenting with how data moves between UI and logic, but once everything synced correctly, the system felt stable.

    The island now tracks:

    • Real-world date (Central Time)
    • Current in-game time
    • Player inactivity windows
    Idle UI with real-time date/time

    UMG + Verse Integration

    I created a small “Idle UI” overlay to validate that the data was flowing correctly. It wasn’t required, but it helped confirm assumptions early.


    Summary

    What I accomplished:

    • Added the foundational Date/Time system.
    • Connected UMG and Verse for the first time.
    • Validated UI–logic communication with an Idle UI overlay.

    What I learned:

    • Time systems influence nearly every future mechanic.
    • Early UI prototypes save debugging effort.
    • Real-time dependencies require careful handling.
  • Bringing Cozy Games to Fortnite – Day 1

    Bringing Cozy Games to Fortnite – Day 1

    Day 1 — Setting the Visual Foundation

    Why a Cozy Game?

    There aren’t many cozy, slow‑paced games inside Fortnite, but my family really enjoys them. I wanted to create something in that space—something calmer, more intentional, and inspired by the charm of Animal Crossing. Island Crossing is my attempt to bring that feel into Fortnite while still respecting the constraints and systems of UEFN.

    Camera & Controls

    I started by adjusting the camera and third‑person controls to create a perspective closer to Animal Crossing: slightly elevated, pulled back, and wide enough to make the environment feel approachable. Even without gameplay, this shift immediately changed the feel of the island.

    Curved World Material

    With the camera in place, I moved on to implementing a Curved World material. The setup followed a few good tutorials, but the decision carried a meaningful tradeoff:

    • The effect relies on modifying the World Position Offset.
    • That requires raw material access.
    • Which means standard Fortnite meshes won’t work.

    Every mesh that participates in the curvature needs to be custom. It increases production time, but it supports the long‑term goal of giving the island a distinct, handcrafted identity.

    Early Technical Hurdle

    During testing, the ground mesh was unexpectedly sinking. After some debugging, the cause became clear: the mesh only had a single subdivision, leaving the deformation with almost nothing to work with. Increasing it to fifty subdivisions produced the curvature I wanted.

    A simple fix, but a good reminder that WPO‑driven deformation is entirely dependent on underlying geometry.


    Summary

    What I accomplished:

    • Established the camera angle and controls for a cozy, readable view.
    • Implemented the Curved World material.
    • Identified and resolved a mesh deformation issue caused by low subdivision density.
    • Evaluated long‑term implications of relying on custom meshes.

    What I learned:

    • Visual direction decisions often introduce lasting architectural consequences.
    • WPO effects require careful mesh preparation to avoid artifacts.
    • Early camera work pays off immediately—perspective defines tone before mechanics even exist.