
Recipe Tree/Crafting Planner
Design the crafting planner as a recipe tree inside the game inventory flow. The player starts from a chosen item and can trace its ingredient chain backward or forward through tiers of materials.
The core view should make dependency depth obvious: base resources at the bottom or outer edges, intermediate crafts in the middle, end items at the top or center. Show what each node yields, what it consumes, and which branches split into multiple outcomes.
This needs to work like a planning tool, not a static encyclopedia. Players should be able to inspect a node, pin a target recipe, and see the path to gather missing materials without losing the larger chain.
Make the graph readable on a phone screen inside a game UI. Support zoom, pan, collapse, and quick expansion of branches so dense crafting trees stay navigable during inventory management.
Use color and connector style to distinguish owned, missing, and craftable nodes before relying on labels; players should spot the blocking resource path instantly.
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