
In the past months, we have continued to develop our game Ostrich Farm. During testing, we noticed that it can be hard to tell what our ostriches are up to. Since the player may need to intervene with some behaviors to ensure that orders are completed on time, it is necessary to show what the next planned action is. To help with this, I came up with what we ended up calling 'mind clouds'. Here's a brief look at how this component works and how we are using it.
We created a data table to store our mind cloud textures. Each entry in the table includes an identifier and the path to the texture file.

We manage the creation and destruction of mind clouds in the component and use a mind cloud actor with a material billboard to display the texture. There are functions to control the appearance and duration of the mind clouds.
To add some extra flavor, we wanted the mind clouds to have soft movement. The material for the mind cloud transforms the uv's of the texture to create a continuous pulse animation.
We're looking forward to reusing this component in future projects and will continue to refine it. Eventually, it would be nice to expand it with the following features: