Hi everyone,
I’m currently prototyping a game in Unreal Engine where the core mechanic is restoring the world by defeating enemies.
The idea is simple: the world starts corrupted (industrial, grey, damaged), and as the player progresses and kills enemies, the environment is gradually restored into a more vibrant, “alive” version (temples, clean buildings, vegetation, etc.).
Right now, my setup is the following:
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Enemies are basic actors (for now just cubes for testing).
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Buildings are actors using a material that can transition from “corrupted” to “restored” using a scalar parameter.
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When an enemy dies, I want it to create a cylindrical area of effect.
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Any building inside that sphere should start restoring itself like: corrupted factory model is deleted and replaced by a colorful temple model
The goal is that killing enemies locally “paints” or heals the level around them, and once an area is fully restored, the player moves on to the next zone.
I’m still in early tests and trying to keep everything simple because it’s my first time doing something this advanced in technical art, i’ve made this using a MPC but it’s not localized and will affect every building in my level but it’s a start of what i want Watch Unreal Engine 5 | Streamable .
Any advice or recommended approach would be greatly appreciated.
Thanks!