Firstly I opened the main menu level I created when I first made the project and but the quest board model in it.

The model in which I created in blender with array modifiers and mirror modifiers.

And textured within photoshop, though I did not bother to draw anything other than a flat base colour, as I have discoverd I do not particualirly enjoy texturing and modeling compared to creating mechanics.

I then created a placeholder widget for the quest selection

I then had to work on the actual unit selection logic. I did not create a plan for how I would do this in my plan although I did create a diagram for how I wanted it to look. So I started off by creating the base UI.

Then I created the functionality from there, starting with configuring the units.

Currently Ive only implemented 4 boxes, but you can see how Its easily scaleable for the future

I can simply set the cream image to a image of the info of the unit and the white image to the icon then the boolean “is hero?” will determine the colour of the icon border, staying black when I havent configured the unit yet.
Here is the function from the second image upwards and also the rest of the code within the unit displayer. Which enables click detection and also the selection toggling visuals.

And here is code that recieves the click from the displayer and also sends the toggle function back to it.

The functions at the end of this code are run in the hotbar.

They check the array of all of the hotbar widgets then find a free one and set the icon and unit to spawn.
The array is simply all the widget references put together.

The bit of code at the end numbers the hotbar to be correct with the 1-5 key inputs in the game level.
I additionally added a bit of code to remove the unit from the hotbar if the player decided they wanted to press it there instead of from the unit displayer toggle.

Then to start the level I had to use a game instance to save the variables of units and icons that the hotbar had gathered between levels.

It pretty simply just sets the values so I can access them again in the next level.
The start game function at the end simply opens the next level and could be removed for just the open level node.
When the next level is loaded, the hotbar checks If it is the correct level then if it is, loads the stats from the game instance.

This then allows the corresponding units that you selected to display the correct icon then be placed in the game if the icon is clicked.
The First person character also does this before running the rest of the game level code so that the units can be placed from the 1-5 inputs I created in the previous devlog.

As it now has the reference from the game instance to spawn the correct unit.

Im going to create a assorted features blog since most things I do from now on will be random as I find/ think of things to fix/ add.