Controlled Vine, Branch, Root, Stem, growth.

Hello,

I was wondering if could get advice on how to best implement the following idea on unity.
A similar game would be “Prune” https://itunes.apple.com/app/prune/id972319818?mt=8
My game idea is similar to Prune however it branches out in a different direction, pun intended.

Prune was about cutting branches and stuff to allow the best growth.
However, part of my game involves not cutting but rather choosing how and where the branches grow, which branches should flower, and which should bear fruit.

Kind of like you play the tree and not the gardener.

Let’s say I start from source, a point, like a branch node. I want to create a new branch and I click on any point a fair distance from the branch node. A new branch should grow out of the node until the point I clicked. Then I can click on any point in the new branch to have that area produce a flower… etc.

Since the point I choose will never be the same distance or direction from the branch node I am not sure how I would handle the animation. Would I have to use vector graphics and a splining method? Would procedural engines work for this?

Are there any assets that I can purchase that I can use for this purpose?

I would just do it with procedural mesh(s). Since it is 2d, it would be pretty straight forward to draw/add/remove and animate points. The math would be the time consuming part to get it look right.