SCANNER AND CRAFTING SYSTEM
This is a single-player, environmentally focused adventure built in Unreal Engine, offering a thoughtful, systems-driven experience centered on exploration and restoration. Through resource collection, crafting mechanics, players work to clean polluted areas and bring balance back to the world. The game is designed as a calm yet engaging journey, where every interaction encourages players to observe, plan, and understand the impact of their actions through clear gameplay feedback and world transformation.
HOW I MADE IT?
This player controller serves as the backbone of the gameplay flow, coordinating resource pickups, crafting validation, damage-over-time logic, and the full death-and-respawn cycle. It also ensures that every state change is clearly communicated through audio, visual effects, and UI transitions—such as pause menus and death screens—so the experience remains consistent, readable, and responsive throughout play.
This interaction logic controls how the player engages with the crafting station in the world. When the player enters the trigger, it enables input and shows a contextual prompt/icon, then listens for the interact key to open the crafting UI, switch input to UI mode, and show the cursor—cleanly reversing everything when the player leaves or closes the menu so control always feels deliberate and clear.
This crafting UI handles the full interaction loop between the player and the crafting system. It reads live resource counts from the player controller, enables or blocks crafting based on availability, provides clear visual feedback through text, color changes, and warnings, and cleanly hands control back to gameplay when the menu is closed.
This pickup logic handles a clean, contextual interaction for collecting pipes. When the player enters the pickup radius, it enables input and shows a short-lived icon prompt; pressing the interact key adds the pipe resource to the player and immediately destroys the pickup, while leaving the radius cleanly disables input and hides the prompt so the interaction always feels intentional.
When the player enters the trigger, an icon prompt appears and input is enabled; pressing the interact key collects the oxygen tank, plays feedback, updates the player state, and removes the pickup, while exiting the trigger cleanly hides the prompt and disables input.
This plastic pickup follows the same consistent interaction pattern used across resources. When the player enters the pickup radius, a contextual icon appears and input is enabled; pressing the interact key adds plastic to the player’s inventory and destroys the pickup, while exiting the radius hides the prompt and disables input to keep the interaction clean and unobtrusive.
This filter mask pickup uses similar interaction to other resources but is treated as a key progression item. When the player enters the pickup radius, an icon prompt appears and input is enabled; pressing the interact key grants the mask (updating the player’s state), plays feedback, and removes the pickup, while leaving the area cleanly hides the prompt and disables input to keep the interaction clear and controlled.
This actor acts as the final objective that checks whether the player has the oxygen tank required to finish the level. When the player enters the interaction zone, it shows a prompt and listens for the interact input; if the requirement is met, it triggers the win flow with UI feedback and a level transition, and if not, it clearly blocks progress while returning control back to the player.