Tag Archives: effect
I’ve finally put in the game the summoning system as a whole… It still needs some work (specially the effect, but I’ll leave that to the polish phase), but the system itself is 100% functional now! Had to add a dissolve shader so I could fade in/out “solid” objects (instead of using alpha values)… It […]
This last week I’ve been spending my free time working on the effect system, again… I remembered that I have the need to parameterize effects (for example, cast effects must take parameters like the target position or the cast time), and for that I had to refactor the whole thing yet again… Good news: I […]
Although time hasn’t been abundant in these parts lately, I’ve managed to finish the new resource system with the dynamic update feature… Now, I can change any resource file used by the SurgePlayer (this has to be registered in code, so I don’t use too much processor on this, and so it can be optimized […]
The highway to hell is full of good intentions! I wanted to focus on the development of the game itself, and I was creating a new enemy type (“Frost Touch”, a skeleton that slows down attacks when it hits). Visually, Frost Touch is different from the other skeletons because of a particle system: The effect […]
We haven’t had much time lately, been too tired after work to be productive. Anyway, we’ve added effect instancing to the editor… It’s still not complete, but although the effects have to be authored “by hand” in XML, we can now create and use them in the editor: That’s the frost bones effect, which is […]
Work has been lagging lately (well, this weekend it was “Mass Effect 3”’s fault), but I finally have something to show on the effect system: As usual, the quality of the capture isn’t as good as I wanted, but it shows the effect anyway… I’ll write more on the effect system, with an explanation on […]