Overview
Procedural Vines
Items
UI Work
The most basic strategy, using Unity's cloth. Creates somewhat lackluster vines that hang limply and are mostly suitable for draping across the facility.
Each vine raycasts in a sweep to find the next point on the surface. This technique is excellent at following any surface, but suffers from performance issues with many vines.
This method front loads the surface finding, using an algorithm inspired by marching cubes to eliminate points from a matrix leaving only the surface of the map. Vines are highly efficient, but tend to be angular.
Combines the appealing aesthetic of the raycast vines with a more performance friendly generation pattern. Each new node is only generated as needed, and the vines are spawned with a tick offset to spread the load out.
Originally a separate item, but reworked as part of the electrical tools
I made the deployed wall expand to fill the space, blocking off the corridor without clipping into the walls.
Beep... Beep... Beep...
Makes noise!
A more aesthetic replacement for making the entire item change to a solid color.
Replaced a very temporary gray box. Not my design, by my implementation
Allows the player to track what they have, and choose each item.
Little animations and fixing to have consistent styling
Raycast based vines that spawn near and seek out the player, used to enforce player movement.
We couldn't get procedurally generated vines to attach themselves to the splitjaw's rig at runtime. Instead I generated some vines on his mesh and sent them to our modeler to attach.
Growing vines on the camera before it gets disconnected.
I added some wriggle to the vine shader, making them feel much more alive.