Marco Turzynski

Level Design

Pillars Prototype

Concept

I originally scripted the prototype for one of the main mechanics for 'Not a Plant' that was later cut in production. I was inspired by the earth benders from Avatar and wanted to create a mechanic around the idea that the players could summon stone pillars to use as a tool both in and out of combat.

Aim Marker

Use Scroll to zoom in/out and right click and hold to navigate inside the blueprint window!

Spawns the ’Aim Marker’ at the end of the line trace and breaking the impact normal to set the rotation of the marker accordingly to the angle of the surface.



Pillar Mechanic

Use Scroll to zoom in/out and right click and hold to navigate inside the blueprint window!

Handle pillar array adds pillars to the array and removes old ones when the maximum is reached. Both the instant- and re-scaleable pillars are spawned at the 'Aim Marker' location and rotation.  


Re-scaleable Pillar: Offsets the cube from the pivot point to only scale in one direction and uses the axis of the mouse input to adjust the scale.


marko.turzynski@futuregames.nu

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