TopDown RPG game inspired by Minecraft: Dungeon, and Albion Online, Implementing GAS, Farming and Building System. github.com/Caishangqi/Charmi…

Joined April 2026
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Launch Token Live in @virtuals_io Name : Charming Craft Ticker : $CHAMCRAFT CA : 0x0579D1315a26d9B4c6fa6A568d341f583814A712 This project build based on Unreal Engine 5.3 to create a Top-Down low poly RPG game.
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CharmingCraft: Journey (Unreal Build) This project build based on Unreal Engine 5.3 to create a Top-Down low poly RPG game. It draws inspiration from Minecraft, inventory system and artistic style, combat system, and isometric indoor scene design of the game Minecraft: Dungeon.
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TopDown RPG game inspired by Minecraft: Dungeon, and Albion Online, Implementing GAS, Farming and Building System. Website : charmingcraft.caizii.org/ Github : github.com/Caishangqi/Charmi…
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Inventory system (Reformated version) The complete inventory system includes merging items, using items, drop items, transferring items, and more.
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Build system When switching game modes, automatically load ContextMapping layouts according to the mode to prevent key conflicts.
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Chunk System (Refactory of Biome Actor)
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The Chunk system allows the game map to be divided into several cubes of the size 10 x 10 x 10. A single Chunk can be activated as needed, conserving system resources.
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The new version of the Chunk system integrates the Biome Box Actor to manage and generate natural resources in Chunk units.
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Farming System
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4. Each crop has its own health. When the health reaches zero, the crop drops items. Different weapons and tools cause different damage to crops (for example, the hoe has higher agricultural damage).
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3. The growth rate of each crop depends on the current soil medium. Different crops have different growth cycles and stage texture models. Players can also configure the drops of crops at different stages (In the future, crop growth timers will count in "game days" rather than)
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2. However, before planting, players need to use a hoe to dig and till the land. The hoe uses the building system's construction indicator to inform players whether the current grid is valid.
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1. The farming system, in conjunction with the resource gathering system and Chunk system, allows players to find crop seeds for planting within naturally generated brush.
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Item Action/Ability System The Item Ability System is an expansion and decoupling based on the Game Ability System (GAS), allowing items and equipment in the game to have skill effects. The types of item skills include USE, SHIFT, SHIFT_INTERACT, RIGHT_CLICK, HOTBAR_CAST, skill.
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Item Action / Ability System
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When a player equips an item, the skills within the item are loaded into the Action Components and are unloaded from the Action Components upon unequipping.
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The skill selected and activated by the player is stored in the ItemMeta. The number and type of activatable skills in an item are based on the initial set of skills material skills of the item special skills (level, talents, profession, etc.).
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If the player's inventory contains skills of the same type, they are executed in priority order.
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An item can have multiple skills of different types, but only one skill per type can be activated. For example, a bow can have four types of right-click shooting skills, but the player can only activate one. The same applies to other types of skills.
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