Alright!
So my first contest and I don't have much time either (I'm a little bit late and going in vacations in 4 days...). That's why I'll do something relatively simple: A Spell Ability that could be in League of Legends. It will be a spell that lift leaves in the air and then surround them with energy before throwing them at the opponent (Kinda like Azuma's Chakra Blades), it will be stylized and close to League of Legends look.
Hope you'll like it!
Replies
C&C are welcome :P
Yeah I didn't look the winners in 2014, just looked at them I'll need to raise the level a lot ^^
But yeah you're right, everything visual comes first :P
Thanks for the tip
Just letting you know I watched your threads... everyone is doing something awesome, I'm sure it will be hard for the judges to decide!
Here's a small update of mine :P Hope it will reach your level soon :P
Then I wanted to put the same thing on the impact but didn't looked to good, while playing with it (trial/error) I got something that added secondary movement that I like.
Sorry for the mouse xD
On thing that I'm really not sure (that's my problem on most of my effect) Is it clear? Kassyndra pointed out the clarity importance and that's something I think I should work on it but often don't know how. If you have some tips on what I could do to improve the clarity or if you think I'm too hard on myself would be nice to have feedback
Also do you think I should remove some leaves I tried removing some, readded them, not sure, there's no big difference but since they appear at random positions, when I have less there's more chance that they are all stuck together:
Added a status effect (bleed)
Not sure about the leaves that fall on the ground after the release
https://youtu.be/OZ7yoduyHdo
I have still 2 days left to do some polish/changes
1. I think your missile lack internal movement. Your leaves are static and does not have any movement besides toward a target. I think you could have it move around a little bit within the clump itself.
2. The dissipate effect is super abrupt. Try slow-out the swirl or make the explosion fades as it dissipate.
3. Under most circumstances, particle should fade away. Either reduce its size to zero over its life or makes it fade away.
4. This is my personal opinion but I think your background should be un-textured. The bleed effect is hard to notice against the background I think.
Keep up your good work!
When you start fixing up the projectile hit to disappear as soon as it hits the target, having those controls could end up being really handy for timing as UE4's pause and 'frame skip' just aren't very good atm.
https://imgur.com/a/dvxV4
I think that for your missiles, they're also too large, or too far apart as at the moment some of them barely graze the sphere but still get killed off. Might be worth taking a look if making the space between them a bit smaller and reducing their size slightly so that they all hit the target helps.
Keep it up
1. I saw that but thought it wasn't that bad ahah XD I'll try something! I thought making them spread and then homing back to the target, but I don't want the attack to be a target one but more a beam one.. maybe I'll do two versions, one for me and one for the contest XD
2. Yeah.. and what's worst is that I worked on that XD was more abrupt before! I'll add something like you said, a dissipate effect that last longer ^^
3. They do get smaller, but really fast it's like a 2 frame animation, I'll try adding a fade out too
4. Oh maybe I adjusted too much the blood color, in fact when I switch to a textured background, since it's a lot green the blood was way too "bright red", so I've darken the color ^^
Thanks for the time dilatation tip fakado ^^ I was using the command slomo but shortcut could be helpful!
Projectiles aren't getting killed on hit, but by lifetime, it's just that the sphere two is slightly at the end of the lifetime. Do you think I should increase the lifetime to remove ambiguity?
I've focus on the dissipate effect which I don't find perfect but it fits and adds something.
I've set the lifetime of the projectiles longer.
I tried adding some movement to the projectiles (I don't really need to change the trajectory, I know I can add something to make it work) And that's where I'm stuck, I tried the thing on the floor, which isn't bad but isn't good, Gameplay wise it's useful because that will be the area where you get damage so I let it there. I tried some smoke, more dust, I tried something in the front like a meteor, etc. Can't find something cool.
Even though there's a lot more to do, this is close to the final, tomorrow is the last day I can work on it
Also I just noticed that on my right screen the blood isn't really visible but on my main screen it's ok (And calibrated correctly, everything is darker on my right screen ^^)
https://youtu.be/Lhr18Wo1SqQ
https://youtu.be/eLX9WyqWUtU