@veer Thanks! It’s all good, I’m always listening to feedback! I can always apply it to the next project
Yep, I wanted a smooth Weapon Trails system really bad but it wasn’t considered a top priority and they didn’t have time to develop it. Also, Mobile cannot use Depth Render vanilla (it has to be custom coded post). A lot of my decisions were made around Clarity and low Overdraw for performance reasons.
I didn’t get chance to create unique impacts for projectiles; the melee weapon impacts were actually the most recent addition. If I had the time, I would’ve definitely done element specific impacts to break up the repetition.
For the Banshee, they wanted some kind of AoE spell. Banshees typically screech/wail so “Sonar” based attacks came to mind. Since the spell was meant to hit multiple people at once, it made sense to have it spawn from above rather than emit from the Banshee directly.
It’s bright, blue and fast because it reads well visually and feels like it’d do some damage.
I really like coil trails and it felt “ethereal” and “wispy”. I was trying out different patterns and wanted to incorporate those kinds of trails. I just think it looks nice.
In terms of the specific steps-
- I started with the Banshee’s face and sonar wave emitting. (They wanted a face)
- Then I added the internal coil and adjusted the thickness/taper.
- Lastly, I added the ground impact coil and sparks for the final touch.
Most of the time was spent trying out different coil tapers, patterns and how spread out they’d be. Some guessing was involved in fitting the internal coil into the sonar wave since speed determines the shape of the overall form (image 5). If it’s too slow and doesn’t scale properly then it looks off and you can see the geometry is clearly a cone slice.
I probably could’ve just panned a clamped texture across a cone in hindsight. But hey, there’s multiple ways to do the same thing!
Hopefully that answered your question!