Base building

Purpose
Allow the player to defend his powercore and make strategic decisions to stay alive as long as possible.

General details

 * The system should allow users to easily select different building options
 * The players can build:
 * Half walls (user can shoot and look over these)
 * Full walls (user cannot shoot nor look over these)
 * Traps and turrets
 * Powercore
 * The player should also be able to remove the things they create. When they remove they should get a percentage of the initial cost back (except powercore)
 * There is no crafting process, just selecting an item will allow the user to put that down if he has the resources for it
 * Enemies can destroy all walls, traps and turrets if they need to

Programming details

 * Variables for:
 * Which objects the user can place
 * What cost each object has
 * What percentage of the cost the user gets back after destroying something
 * The system uses free placement. Objects may not overlap

UI/UX
Selecting different objects should work as it does in Far Cry 5:
 * Because the game is played with mouse and keyboard this system is preferred over radial selection wheels
 * When opening the building menu your mouse appears, you can then choose between two categories, damage and support. If you hover over one of the menus, it will open that menu and you can select traps that are in that category.
 * The user presses the build mode key, hovers over the item he wants to build and selects which trap he wantUI HUD concepts BuildingModeActualSelect MockUP V2.jpg to build.
 * The player will then get a preview of the trap he wants to build and can place it somewhere in the world
 * If the preview lights green he can place it in the world and the resources will be taken from the inventory
 * Instead of pointing with the mouse the user can also press 0-9 corresponding with the different building options.

Other

 * There can only be one powercore in the world. No more but also no less.
 * Keybindings for basebuilding can be found at keybindings