Hello everyone, since a while without posting… I’m back c: I want to share my last months work and stuffs. As always, feedback is welcome.
I focused on create different feels keeping an stylized look, introducing some gameplays concepts like progression and visibility, mainly on the projectiles and the shield. For example, the two projectiles, improving the power and the feel of speed and intesnsity in the second one. Also, I tried to create a cigarette feel on the smoke for both effects.
I still wonder how you created the recent fire effect on twitter @SrRubfish, did you pan the projectiles over meshes or did you use Trails and animated those?
Would be awesome if you can show us how it was made
Not a lot, just a 0.2/0.3 of intensity with default settings. I like shiny stuffs but i prefer to control it with custom glows ^^ Only AA and a bit o color correction just to avoid the absolute black, but i could work without them (I work for mobile so…)
Just adjust the position/rotation of the meshes and the direction of the trails until they match c:
The impact is made with a cilinder with modifications in the UV and a flames texture panning (B channel used to dissolve, controlling the dissolve using a custom data in the particle system and the vertexcolor.alpha). I also animate the scale and the speed to make it feel more… Fluid
Some sparks, flames, details and a lot of polishing in the timing.
I made this textures for the flames, a directional shape with a controlled handpainted dissolve in the blue channel.
With a control in the dissolve and animating the scale and the color c:
The last part is just a few meshes spawning towards a point with a paning shape and some noise (similar to the original charge) and a glow with a few flames to make it feels less static.