top of page

Atelier Ryza - Systhesis

This project recreates the core synthesis mechanics from Atelier Ryza: Ever Darkness & the Secret Hideout. This implementation focuses on the fundamental system architecture and player interaction flow. Advanced features such as effects, traits, and elemental mechanics are not included.

Gameplay

Scripting - Nearest Item Detect

This part handles detecting and highlighting the nearest interactable object. A function called "UpdateCurrentInteractable" stored in the player blueprint manages detecting and highlighting the closest interactable object. It uses the array "OverlappingInteractables" that update by event OnComponentBeginOverlap and OnComponentEndOverlap. If there are elements in the array, then it will find the nearest of all and call the corresponding object to highlight. If nothing is in interaction radius, then simply remove all highlight.

proj3_script_2.png
proj3_script_4.png

This function runs whenever the overlap set changes, and also every 0.1 seconds to ensure correct switching when multiple objects are in range.

​​

​​​

When the player presses the Interact key, CurrentInteractable calls Interact(), which is required by the Interactable interface.

proj3_script_5.png

Scripting - Recipes

Recipes are stored in a Data Table based on the S_SynthesisRecipe struct. Within this struct, an array of S_SynthesisNode structs defines each node in the recipe.

proj3_script_6.png

S_SyntheisRecipe

proj3_script_7.png

S_SyntheisNode

proj3_script_8.png

An example of recipe edited in a CSV file linked to the data table.

bottom of page