This is my current iteration here
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A cool little sprite debris atlas I made: https://www.youtube.com/watch?v=UiiKH4Jo1GU
A mesh swipe tool I made to get that inward collapse feeling in the build up: https://www.youtube.com/watch?v=N7X1-Pvmkyg
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Terrifying! Love it
I kind of have a feeling the smoke at the end last for too long or doesn’t slow down enough (panning).
Made some edits!
- swirl radius on the ground on the charge up to make it clearer what the AOE will be
- Increased the size of the swirl mesh swipes and thinned them out to make them read more individually
- included a hard edged core to show the energy was going somewhere
- removed flare distortion bc although it looked cool, it didn’t fit the style of photoreal
- edited the fov settle slightly to make it a bit bouncier
- added some more color with debris bits, core, colored mesh swipes, and AOE ring
- added thin ring to show the damage AOE more clearly
- reimplemented my screen flash to use post process because my translucent particle solution with scene color couldn’t access translucent colors
- shortened the radial ground texture’s lifetime to stop it being so flat and radial at the end.
Here’s another vid:
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Thank you for the feedback! I implemented it in my new version
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Progress gifs
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So much better! Keep up the amazing work :3
For me the fullscreen white flash feels slightly disconnected, might be cool to just have it at 80% opacity or adjust to brightest color in scene ( ~ rgb 200, 220, 200)
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