Blueprint Crafting System Mod

Job ID: 40131730

Budget: $250 – $750 USD

I want to expand my game through a mod that introduces a full-fledged crafting mechanic driven by blueprints and recipes. The idea is simple: players discover or purchase blueprints, gather the required resources, then craft items at dedicated stations. Each blueprint should define inputs, output, crafting time, and any power or skill prerequisites so the system feels cohesive and balanced with the rest of the gameplay loop.

What I already have
– A stable build of the game with open modding hooks (DLL injection / scripting API)
– A clear list of items, resources, and rarity tiers
– Placeholder UI mock-ups that show how the crafting screen might look

What I need from you
• Modular code that plugs into the current game-side API without breaking existing saves
• Data-driven blueprint files (JSON or XML) so I can add or tweak recipes without recompiling
• UI implementation for the blueprint list, required materials display, progress bar, and result pop-up
• Proper interaction logic: validating resources in player inventory, consuming them, awarding the crafted item, and handling edge cases (full inventory, insufficient resources, cancellation)
• Clear documentation plus a short video or GIF demonstrating the feature working in-game

Acceptance criteria
1. Blueprint items load dynamically at start-up and appear in the UI.
2. Crafting correctly checks resources, deducts them, and adds the output item every time.
3. No crashes, memory leaks, or save corruption after at least 30 minutes of continuous crafting tests.
4. All source code, assets, and instructions delivered in a neatly organised repository or ZIP.

Preferred tools and languages
The game uses C# and Unity, so sticking to that stack will save time; however, if you can achieve the same result through the Lua scripting layer I’m open to it. Version control with Git is mandatory.

Timeline is flexible within reason, but I’d like a playable demo of the system two weeks after project start and the final polished hand-off no later than a month. Let’s discuss any questions you have about the current codebase or asset pipeline so we can get you set up quickly.