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Devlog
Low Poly Forest
February 11, 2025
by
Steven Cooney
I changed out the mega scan trees for low poly trees because it was crashing my frame rate. I was able to get 1600 plants before things started choking now instead of 150. I also added a debug overrid...
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Blight
February 10, 2025
by
Steven Cooney
Did some clean up today and deleted a lot of variables from past experiments. I also added a blight mushrooms that blights the plants. That's what the dead plants are that show up...
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Let It Grow
February 09, 2025
by
Steven Cooney
Made it where plants now don't delete themselves when they hit max growth because that was silly. Now the forest grows. I also turned off the timer when they hit max growth to help with perf and there...
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Fox Attack
February 07, 2025
by
Steven Cooney
So much better than last night. So i figured out that the move to was failing because I was giving it an actor that wasn't on the nav mesh. So I projected the actor location to the nav mesh and that f...
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Move To Tree
February 06, 2025
by
Steven Cooney
I got the fox to move to the plants. for some reason it keeps sitting there and not moving on. it says it's stuck on the movement node. it isn't completing. I don't know why. Also the montage sometime...
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FoxyMovy
February 04, 2025
by
Steven Cooney
I created the fox anim blueprint and made the blendspace. Slotted in the animations. Created the AI controller / behavior tree / black board / EQS query. Spent 40 minutes figuring out that my fox char...
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Habitat
February 03, 2025
by
Steven Cooney
I added the concept of a habitat. Right now it's really simple but the idea is you would need to get the right assortment of plants to make a good habitat for a group of animals. Right now it's just c...
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Debug Speed
January 24, 2025
by
Steven Cooney
I added the ability to speed of the growth of the plants by whatever amount I want. Turns out when you go x100 and too many plants grow I get an infinite loop. So that's fun...
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Plant Nutrition
January 23, 2025
by
Steven Cooney
I changed it so that instead of it just counting the number of plants it now has a nutrition that is per plant stage. this will let me control it more precisely by letting me change it per stage. I al...
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Plant Refactor
January 21, 2025
by
Steven Cooney
This one was a big clean up to make it cleaner for me going forward. Instead of defining all stages for all plants now the stages are in an array so that if one plant only has one stage it doesn't hav...
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Plants Are Friends
January 16, 2025
by
Steven Cooney
I changed it so that now plants are considered nutrients not food. So the tree isn't directly eating them. Also the concept that some plants need to get nutrients from others...
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Tree Eat Plants
January 11, 2025
by
Steven Cooney
I'm making it where plants can eat other plants. So the tree is eating the smaller shrubs. I also gave the trees different eating rates so now it's not so uniform...
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Making Flowers
January 10, 2025
by
Steven Cooney
Added the ability for player to spawn flowers. I think this will end up being the base thing needed for plants to grow in the game. Probably won't be a flower in the end...
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Ruin VFX
January 08, 2025
by
Steven Cooney
I added vfx when you get trees to the rock ruins and once you get all three the vfx on the door happens. This will give the player their first power. This also adds the logic to do the checking for th...
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Moving Mushrooms
January 06, 2025
by
Steven Cooney
Turned the plants into pawns so that they can have a behavior tree and easy movement. Added a new ruin that moves plants to designated actors. Using floating movement for now since the mushrooms don't...
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Grab UI
January 06, 2025
by
Steven Cooney
I added a grab UI on the tree so it's a little more clear what's happening. I also rescaled the landscape to what I think it's supposed to be...
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Pick It Up
January 04, 2025
by
Steven Cooney
Added the ability for the player to pick up plants. Will need to limit it eventually but for now i'm just letting anything go...
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Clean Up Day
January 04, 2025
by
Steven Cooney
After making the new landscape I added back the trees and start and ruins. Then I made a house and added a little fire...
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Landscape Layer Masks
January 03, 2025
by
Steven Cooney
Oh my gosh i finally figured out how to make landscape layers follow a mask. It was so easy but like everything it took me forever to figure out the right question to ask...
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Gaea Landscape Island
January 03, 2025
by
Steven Cooney
I've been trying to learn gaea for a bit. I tried making an island from mountains and from the island node. neither of which i liked that much. I was able to make it by drawing my own island and apply...
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A Hud Exists
December 31, 2024
by
Steven Cooney
ok now there is a hud for displaying some text so there can be a story and wut not...
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Changeable Bubble
December 30, 2024
by
Steven Cooney
Added the ability to change the scale curve on the timeline when the bubble spawns...
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Alter Bubble
December 30, 2024
by
Steven Cooney
Added a time bubble to the ruin alter. This will add some time pressure to the player. Also fixed the sign BP by making it a UMG widget instead of a text render. that made the text wrapping work...
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Fixed Forest
December 28, 2024
by
Steven Cooney
Fixed the forest trees going through the landscape by turning on sweep and also moving them forward then down. otherwise they got stuck in the landscape. I also added a sign so that I can start puttin...
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Moving Forest
December 28, 2024
by
Steven Cooney
Made the trees move to try to intercept the player. still a work in progress but it's almost working. I'm having some problems with where to place the tree as you can see with it floating...
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Arch Ruin Take 1
December 25, 2024
by
Steven Cooney
This is the initial set up for the first challenge in the game with some cool ruins...
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Landscape Setup
December 23, 2024
by
Steven Cooney
Got a real landscape in and set up the virtual textures...
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Tree Bug Fixing
December 23, 2024
by
Steven Cooney
Now that I have two trees I had some bugs to fix. First needed to make it where it spawned the correct tree according to type. Also my line cast wasn't hitting the tree because of collision so I just...
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Upgrade to Unreal 5.5
December 23, 2024
by
Steven Cooney
Upgrading from 5.4 to 5.5 to allow for some asset use...
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New Tree And Bubble
December 21, 2024
by
Steven Cooney
Added a timeline for the bubble growth, feels a lot more dynamic. Also figured out how to use the quixel trees. They look pretty nice. although they are a lot more expensive so i'll need to figure tha...
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Bubble Spawner
December 20, 2024
by
Steven Cooney
I realized the problem with my plant code is that I was handling too many different things at the same time. I separated out initialize (called at construction), begin play, and grow that stabalized i...
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Magic Bubble
December 19, 2024
by
Steven Cooney
I fixed the seed problem by telling the plant if it spawned as a seed or tree. Then i had much confusion with why the plants were floating and why the collision of the landscape doesn't seem to be wor...
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Well Those Are Not Seeds
December 18, 2024
by
Steven Cooney
I updated the seeds so that they now spawn with pcg. had to fix an annoying scaling issue. Then i updated it so that the physics keeps going until they are trees. Then I added a line cast to make sure...
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Infinite Whoops
December 17, 2024
by
Steven Cooney
I want to use a PCG graph to sample the surface of the static mesh to place the seeds on the tree. I seem to have hit a little infinite loop... maybe I shouldn't have picked the force generation butto...
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Grow Around Player
December 16, 2024
by
Steven Cooney
I changed the growing so that it happens around the player instead of everything universally. The forest looks much more varied now. To do that I had to add a can grow function to the plant interface...
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The Forest Grows
December 12, 2024
by
Steven Cooney
I updated the plant system to use a data table instead of an array so that the data won't just disappear on me. I also added seeds that can make more trees so now the forest can populate itself. I see...
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Plant Stages
December 10, 2024
by
Steven Cooney
I set it up so that there are 4 stages. Seed, Sapling, Mature, Decaying. They change the static mesh based on the stage and scale appropriately. To give the idea of growth...
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Growing Fast
December 08, 2024
by
Steven Cooney
Now they can scale up when you want them too. Took me way to long to figure out that the reason my inputs weren't working was because I wasn't spawning the character I thought I was...
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Starting A New One
December 08, 2024
by
Steven Cooney
I'm starting a new game. Stay tuned...
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