Hello there, I attempt to get higher with VFX and would really like some suggestions and suggestions, a touch in the appropriate path possibly.
I’m utilizing Unity 2021.3.24f1 with Excessive Definition Renderpipeline (HDRP).
I attempted creating Textures in Substance Designer, Photoshop or Illustrator, however this time I simply used a free smoke texture from Kenney: Particle Pack · Kenney
for reference:
I’m doing a smoothStep on the alpha, shifting the step-edges over time (by utilizing the particle alpha)
As you might even see, my recreation is somewhat stylized, so I’m undecided if these puffs work out with the remainder of the fashion…
The decals on the wall will not be very nice both, however lets concentrate on the smoke puffs for now.
Context: The stone isn’t destructible, the fowl can peck into wooden and climb on that, however the stone ought to talk “that is too arduous, it hurts”. So I’m not even certain if the small stone pebbles could confuse the participant (greater chunks in all probability would).
Perhaps you’ll be able to see the place my deficits are and what sort of suggestions would get me to the subsequent stage of constructing my very own VFX. Thanks!
You can strategy the impact, the identical method you strategy every little thing else in recreation design. That is to say, play with distinction and curiosity when categorising results. In case your important impact of climing has loads of particels and normal interplay, make te impact of interacting with the rock so simple as posible, a harsh SFX and a easy single sprite burst may very well be sufficient. Then within the gamers minde the connection is made, the rock compered to the tree much less intresting visuali and shoud not be the primary curiosity to observe.