I’m currently building a game that mimics the play style of Harvest Moon. A player interacts with a grid of farm tiles (planting seeds, watering, harvesting, etc). My old system had every tile house every model, every calculation and store variables for stages it may never use. For example, a player may only interact with 60 tiles out of 400 tiles, and every time the player swung their tool, it would go through a loop of Get All Actors Of Class and cull the list based on X, Y coordinates in reference to the tool and player. My rig didn’t have a problem with this, but I thought lesser computers may run into severe performance issues.
So I gutted the entire system.
Instead the system I want to build will have a parent>child hierarchy to save on data. The hierarchy would start with a base grid that is only intractable with a Hoe. Then once it is Hoe’d it’ll destroy the actor, and spawn a Child Actor that will allow it to be seeded. If watered and seeded, the next day that Actor will be destroyed and replaced with a Child Actor which will be the specific plant based on the seed.
Untouched Soil>Hoed Soil>Plant
So every morning I want each of my Actors to do their simple calculations, then, instead of doing a Get All Actors Of Class for every tool swing, I want to do it once everyday and build an array for the player to reference. I’ve tried several times already to build this system and every attempt means 30 minutes or more of re-configuring the rest of my system to work with the array (And each attempt has failed completely ;-; ). I just wanted to see if I could get a second opinion (If there’s a better, easier way) or if this blueprint attached may even work. Thank you.