+46(0)72 010 7293 silow.nora@gmail.com

Pond Life Project

The Pond Life Project is a demo/prototype project I’m working on with a graphics artist. The concept is a environmental exploration game, with smaller crafting elements and an interactive world. I’ve completed a prototype for the interactive tree(foliage) system, where our vision is that the player can chop down every tree in the game.

TREE INTERACTION

In order to achieve the interactive foliage system, I use a LineTrace from the players camera that detects Instanced Static Meshes. Upon detecting these, the system checks what Name the Static Mesh has, and then check which Enum that Name is assigned to. That Enum then dictates which Tree Actor should be spawned in place of the Instanced Static Mesh. The system spawns this Tree Actor in the same transform as the Instanced Static Mesh and simultaneously removes that instance, making the transition between the Static Mesh being a part of the foliage, to getting replaced by the blueprint actor, very smooth and almost undetectable.

CLICK TO VIEW LINETRACE AND TREE SPAWNING BLUEPRINTS

HIERARCHICAL SET-UP

I aim for creating a versatile and modular system for the foliage and interactions. I’ve therefore created base classes for the Tree Actors (Tree_BP), the base items (BaseItem_BP) and the wood actors (WoodItem_BP, a child actor of BaseItem_BP). I create child classes from the Tree_BP for each tree and variation, and the WoodItem_BP only needs the type from which child tree actor it has been spawned to get it’s details.

CLICK TO VIEW WOOD ITEM SET-UP

BaseItem Class Details