I will use ordinary particles to spread honey. For this, I cut off the texture of honey and made an inner glow.
I can also use the same model as for falling honey to make splash
Cool! But I think the light / glow coming out of the character + the star shaped sparks are giving it a Heal Status look instead of a DoT Status one.
This is hot honey, contact with which deals damage for enemies and heal friendly heroes
It reminds me more of gold than honey. Think there might be a way to make them look less solid and more liquidy? Meta balls maybe? (This is something super difficult to do in real time but may be a fun challenge. Ha ha.)
Hmm, I will try to make it more liquid.
Bzzzzzzzz zzzzzzzz zzzz
Feeling great about this, but it might be a bit overkill to stack everything together like that.
Would be cool to see if separating those elements gives a bit of air to the overall composition and helps guiding the eye.
Maybe I’d suggest creating a honey pond under the character from which those hexagons are coming out!
Thanks for suggestion. I think so too
Looks really nice! Are you using only Additive and Alpha blending or something more complex for transparency?
I use Additive, Alpha blending and Cutout shader without transparency.
Oh hello o.o
Still new to this place but maybe the fact theres no wind up or initial hit on the player, maybe adding that would help?
Also when you added the hexagons that helped me visual honey more. Maybe its a few hexagons combined on the texture to be more honey comb.
Also is this a Dot that heals? If so usually HoTs arent so fast usually slower to give the feeling of soothing I think. Maybe it moving so fast makes it se more violent?
Hope this helps, very interesting effect good luck
I really like the look so far. This might be different from the healing effect you’re going for, but with its current speed and the honey chunks popping out almost like blood, I would almost be interested to see what it looks like as a damaging DOT with little bees whisking around the player character. Definitely looking forward to the final result!
Try adapting it for a blood / poison splash effect?