This sprint, I worked on some improvements to the enemy wave and damage system, some status conditions for the enemies, as well as some exciting VFX! When I started working on the blood VFX, I knew I wanted to do something similar to ULTRAKILL’s rendition. I started with Unreal Engine 5’s directional burst niagara template, because it featured ribbon-like trails behind the particles that I knew I wanted. However, these ribbons were square on each end, and I wanted mine to taper off instead of just end abruptly. To this end, I duplicated the built in ribbon material so I could make some modifications. I found that by plugging a sphere mask into the opacity of the material, and then multiplying the radius by the particle’s relative age (a 0-1 value representing the percentage of the particle’s lifetime that has already passed). This worked pretty well, and gave my ribbons a more rounded, tapering look! The second major problem I had to solve was getting the particles to leave...
This sprint, I worked on implementing the scenario system, as well as creating some concept art for ingredients and potions in the GDD! Left to Right: Phoenix Feather, Nightshade, Giant’s Toe, Wyvern Scale To start off, the concept art I did was mostly just quick digital sketches based on the cards in my paper prototype, or a reference photo that I found online in the case of the nightshade. These aren’t meant to be high quality drawings, but more so an outline of ideas that I can hone in on when I’m creating the pixel art assets next sprint. Left to Right: Cloaking, Gigantification, Hunter’s Sense, Immediate Combustion, Larger Mind, Radiance For the potions, I tried to decide on somewhat unique silhouette’s and color palettes for each one, so that they can be easily told apart at a glance. I also tried to convey the attributes of the potion through their shapes so that players will be rewarded for trying to intuit what they do (the exception here is immediate combust...