#WIP #Spell #Effects

Trying my hand at #VFX coding. It's hard. And waaay too much work.

Any hints/feedback or cool examples appreciated!

My final goal is to build spells which look powerful and "fierce", but also somewhat evil and dark.

#IndieDev #GameDev #SoloDev

@Germanunkol I think you could get big wins by considering the animation principles of "anticipation" and "slow in slow out". So for your example, I would:
1. Add a charging effect before the orb is fired.
2. Accelerate the orb as it moves towards the target.
3. Add a lingering effect after the orb hits.

Look at how much of the work to sell this spell's power happens before/after it is in flight.

#dragonslave

@Germanunkol References if you're interested:

Animation principles explained using examples from #darkstalkers
https://art-eater.com/articles/darkstalkers-and-the-twelve-principles-of-animation

This video is mostly critiquing animations in Injustice 2, but it has two great examples of how animation gives a moving ball distinct feel:
https://www.youtube.com/watch?v=gbNWb-vmlB4&t=480s

Art Eater | Darkstalkers and the Twelve Principles of Animation

I originally posted this a few years ago on the Madman's Cafe , one of the best online communities for thoughtful discussion of video games…

Art Eater

@ElysianThus Those are excellent sources and ideas, thanks!!

I've read a bit on those principles before, but I wanted to get the visual side/coloring/particles set up first, before adding more "punch". After reading your posts, however, I think that might have been the wrong order... I should first get the impact right, then add visual details later.