Pawn Parent Class
There is only one blueprint for both types pawns in the game which contains all their major functions. The individual classes inherit the defined properties and modify variables to receive their unique features, for example range, or color. The setup allows for a seamless introduction of additional classes.
Adaptable Material
Displayed is the main pawn material, where their properties are changed depending on class, team, and remaining health. As player team, color and NPC-faces change on every playthrough, a high level of modifyability was required.
Icon and Color Function
To change team colors and icons on the fly, I used a function, which receives its input based on the current configuration.
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