Land Claim and Farming System Overview - wwestlake/Steamforge GitHub Wiki
Land Claim and Farming System Overview
🌾 Farming System Design
Modular Farmable Surfaces
- Farmable surfaces are not tied to UE4 landscape.
- Use placeable models for:
- Small-scale containers (e.g., planter boxes)
- Large-scale grid-based farm plots
- These models are spawned dynamically during gameplay.
Grid-Aligned Farming System
- Farm plots can be connected together in a grid layout.
- Grid alignment ensures:
- Clean expansion
- Easy placement of crops within the plot surface
- Plots only become available once a Survey Monument is placed.
Crop Growth States
- Each planted crop has a lifecycle:
Planted
Sprouted
Growing
Mature
Harvestable
- Growth is handled in Blueprint using:
- Timers or tick-driven logic
- Transition events and variable thresholds per stage
🌍 Landscape and Farm Zones
World Layout
- Landscape will be large-scale with varied terrain.
- Central area reserved for flat farmland.
- Includes a structured road network and designated field areas.
Farm Zone Types
- Some zones are free to claim.
- Others are pre-placed/premade and must be purchased, not claimed.
🏛️ Land Claim System
Claiming Mechanics
- Players must place a Survey Monument to begin claiming plots.
- Once surveyed, a player can:
- Snap plots to the grid
- Establish ownership of the tiles
Claim Constraints
- Land claiming is limited by:
- In-game time (e.g., progression over days)
- Player advancement/resources
- Potential other mechanics (e.g., reputation, quest unlocks)
Expansion Logic
- The more time or progress a player accrues, the larger area they are allowed to claim.
- Claiming may eventually include:
- Cost-per-tile
- Claim cooldowns or upkeep
This system supports simulation-style progression, giving players control over land acquisition, layout, and crop cycles within a dynamic and expandable world.