Prototype snippet breakdown
1. Core Metaphor System
Jigsaw Battlefield:
Uses Runtime Virtual Texture to dynamically blend fragments of Flags A & B.
Faint traces effect: Decal Actor with World-Aligned Material (Opacity 0.3).
Fire Spread Logic:
Event Hit → Niagara fire particles trigger →
Flipbook material sequence (burn animation) →
Dynamic Material Instance modifies flag UV distortion.
2. Character Behavior Tree
3. Visual Contradiction Design
Coarse Cloud Texture:
Hand-painted noise in Volumetric Cloud Density Map.
Deliberately reduced Light Shaft quality for oppressive war atmosphere.
Blue-Grey Dominant Palette:
Post Process Volume Settings:
Color Grading: Teal & Orange variant (desaturated).
Lens Flare: Only highlights flicker.
Player Interaction Design
1. Click Response Mechanism
Screen Tap:
Triggered via Widget Interaction Component:
OnTouch→SpawnEmitterAtLocation(muzzle flash)→
PlaySound2D(thud)→StartTimer(soldier movement delay).
2. UI Dynamic System
Hexagon Fog of War:
Real-time mask via Render Target 2D.
Material node logic:
IF(R>0.5, Show Faction B vision, Show Faction A remnants).