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.