During another Corona lockdown I started this project with the following goals in mind:
the project should be playable/usable from an very early stage on, and further gameplay mechanics and content can be added depending on the time available.
the created assets, e.g. actors for opening doors, should be built in a way that they are reusable in later/other projects.
the creative workflow starts with a controllable drone and I come up with further mechanics for it during the development in the general direction of a Sci-Fi adventure game, as I made lots of assets for this (see https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1465964-organic-3d-models).
So the start was to create a cute little drone, which is set up to be flexible for further gameplay mechanics down the road. To archieve this, I gave him a loading space that can be used for cargo, adding machinery, or many more ideas.
Also I prepared several surfaces on the drone to (optionally) have different material slots. By doing this, I have the options per surface in the game…
- to have no feature at all there by assigning the hull material,
- have a purely design feature there, like a coloured marking
- have automatic mechanics there, like turning-indicators by switching the material to emmissive during runtime.
- have manual mechincs there, like a interaction beam, or many more things.
Here some examples for the different surface materials: