Skill Lawn


Hello everyone, I am skillin' and chillin' this week, finishing up the Skill Lawn/Tree and all its learning curve glory. We were optimistic that this would only take a week, but have learned there are a lot of smaller parts here, like UI, Animation, Text, Currencies, saving and loading, stat systems, and so much more to consider. 

After making some sample stat enums to populate the system of data assets last time and affect the stat component, I really wanted to make sure everything worked dynamically and accurately, which sounds easy enough, but with it touching so many spaces, we almost had to backtrack a bit to catch everything. 

Now, using the roadmap whiteboard I made last week, I will be adding all the nodes and "wires/lines" to this to make out Skill lawn 1.0 and coding everything that affects stats first. After I get stat modifiers done, I will work on some of the passive skills that are at the end of the trees, and will feel super rewarding, but require small systems/methods to be made. 

Here is a small video of it all in action and in more depth:



What's next is all about how many of these cause some headaches or take too much time. We are in the block out phase, but need to continue working on other systems soon to be complete by our goal of another playable demo by the end of this month, then polish and UX additional starting week 2 of next month.

Get Sod & Steel

Leave a comment

Log in with itch.io to leave a comment.