- I was responsible for all in-game FX, native inside Unity (no 3rd party asset store/plugins nor particle middleware) - assets are traditional animation sprites within Shuriken emitters to get a blended style; hand-drawn feel + randomness - 2D work is Photoshop and Flash - predominately all spells are handled with just 1 simple blended-Additive Shader
really good work! congrats! did you use any cool tricks eg custom shaders or a bespoke particle system or some wierd awesome texture sheet script? Did you come up against any really complex problems that you had to solve? Im making quite a bit of unity vfx lately.
Such a cute game, looks great well done, I'm interested.
I'm also interested in your vfx pipeline a little more, as I'm researching to do this sort of stuff for a game I'm working with. Maya to Unity, would be great if you could show more
(outside of asset creation) it's native, no 3rd party creation or scripts drive the visuals and most use the same shader.
Shuriken handles 95% of spells, sometimes mechanim when necessary
event triggers are handled through front-end and most of the challenge the magnitude - memory, draw calls, overdraw/LOD system
visual challenges from what I recall
accuracy of a swirling black hole/vortex
vortex of flying crows
drool that stretches and swings from a monsters lips.
destructible objects to feel like they physically shatter without any collision nor dismantling of the model
2D traditional Sword/swooshes matching imported character animation arcs
hits/splashes that can cover large monster but also tiny monsters without clipping the ground :poly127:
having a 2D traditional animation on a surface without a shader was handled though mechanim; just key the UV's
there were two front-end system tools I loved
1) modifier that passes size so a producer can alter spells per component; a ring size 5 become 6 without a new prefab or my help :thumbup:
2) making spells loop by default infinitely and using a grace period to fade them off, rather than a hard deactivation - absolutely crucial as it cut the number of prefabs and multiplied the amount of spell variations possible
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I'm also interested in your vfx pipeline a little more, as I'm researching to do this sort of stuff for a game I'm working with. Maya to Unity, would be great if you could show more
Shuriken handles 95% of spells, sometimes mechanim when necessary
event triggers are handled through front-end and most of the challenge the magnitude - memory, draw calls, overdraw/LOD system
visual challenges from what I recall
having a 2D traditional animation on a surface without a shader was handled though mechanim; just key the UV's
there were two front-end system tools I loved
1) modifier that passes size so a producer can alter spells per component; a ring size 5 become 6 without a new prefab or my help :thumbup:
2) making spells loop by default infinitely and using a grace period to fade them off, rather than a hard deactivation - absolutely crucial as it cut the number of prefabs and multiplied the amount of spell variations possible
I did have a small tutorial I was meaning to post i'll keep it brief to just images and you can work out the rest
I expecially like the chain lighting effect! I always love cartoon vfx styles