Effects Feedback Thread (Spells ,Waterfalls ,Falling leaves ect.)

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Russell wrote:
Im getting my weather emitter soon so I should finally be able to add actually weather to the world! YAAAAAY.
(...)


Will weather change randomly or is it going to be area specific?
Area specific. I think Erik the lead artist is trying to portray that each area is later in the day from the next. So it feels like your going through the story or somthing.
I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
thats a good idea. i would like to reach a night area in the future acts but thats smth you dont have to care for now finish act 3 first XD
Last edited by DonCamillo#3546 on Dec 4, 2012, 4:41:02 PM
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Russell wrote:
Area specific. I think Erik the lead artist is trying to portray that each area is later in the day from the next. So it feels like your going through the story or somthing.



As long as you don't make the TOR mistake where the areas feel absolutely static, more like a painting than a living world.

Some short suggestions would be: Make some weather effects random (i.e. it could be raining or not in the Coves area. Could be drizzle or really pouring, storm or not).
It's cool if you have different day/night stages across the zones, but having predefined weather for every zone would be boring - imo. I like the concept of capturing an atmosphere, but hold it too tight, and it becomes stale. Give it a bit of wiggle room :-D.

When I read your post about getting your weather emitter soon (can't wait to see it in action!), and the flies... I thought of something completely different, maybe even more of a gimmick than anything else: What if you added in a support gem "Pestilence" or "Outbreak" that would spawn a small swarm of flies on the target killed by the supported skill. Those flies would then hover there for a few seconds, damaging everyone close to them.
Like the poison cloud left by Poison Arrow.


And lastly the reason I visited the thread in the first place: Whoever made the animation for Ice Shot, that thing is brilliant! The sheet of ice on the ground, the cold fog over it, the frigid air erupting behind the hit... I love using that skill simply because it looks so awesome, really gets the feeling of a fist of ice smashing into the target across.
12/12/12 - the day Germany decided boys are not quite human.
i like the idea that it get darker when you pass through the story but on the other habd i would like to see random weather effects too like rain
Well, you guys are pretty much making the game I envisioned years ago. In the style of D2 but with nice gritty graphics. The only suggestion I could make is...

On the water spells, a bit more shine to the water would be cool, especially if it reacted to light around it.

Im consistently impressed every time I come back to the game. Im waiting on a friend coming back to get them into this :D
I make music, you can listen and dl for free at https://analogmunky.bandcamp.com/music or https://soundcloud.com/analogmunky/tracks
Last edited by AnaLoGMunKy#2668 on Dec 10, 2012, 6:39:56 PM
I've noticed a minor bug in the double strike visual effect, when you are running by holding left mouse if you click shift for the "attack from this position" function 2 blue lines randomly appears

Spoiler


Also, I like the ground slam visual effect but I think that more randomization on the cracks formed on the ground would be nice :)
Last edited by ganryu1990#6767 on Dec 14, 2012, 6:54:04 AM
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ganryu1990 wrote:
I've noticed a minor bug in the double strike visual effect, when you are running by holding left mouse if you click shift for the "attack from this position" function 2 blue lines randomly appears

Spoiler


Also, I like the ground slam visual effect but I think that more randomization on the cracks formed on the ground would be nice :)



Hmm thats not so good.... I think I can fix that. Thanks for the report mang.



*update* ooooookay have no idea whats going on there. Think this another fun thing to add to Marks list. Might take a while before thats fixed then. Sorry about that dude.
I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
Last edited by Russell#7270 on Dec 30, 2012, 5:59:43 PM
After waiting for almost a year to get into the Beta, I finally caved in and bought a Credit Card just to play this game.. yes 13 days before open beta. Yes you won.

The game looks amazing, just what I had been waiting for, and I have a few questions if one of the dev's wouldn't mind answering.

So what is the list of effects you guys are using currently? Anything big like SSAO or is it baked on textured? Also would emissive materials be added or is implemented in game? Any basic effects like flare?

Hope not a bit personnel, sharing the info involved with the game engine and all. Would love to know more about it!
In my opinion many spells, auras and skills have a very big animation in size. When playing in a group of 3-5 people, there's a havoc of spells and skills, screen looks in a complete mess, you can't tell who does what. For example, Lightning arrow explosion is ok in size, but that lightning pillar effect from above is completely unnecessary, it outshines other effects and you can't discern what's happening to the target other than it being surrounded by lighting around it and above it. Plus to that, this lightning pillar covers your sight you can't see what's behind it. It's not a big concern when playing solo, but when three people spam the same skill, you can't think of any strategy. The sparks spell is also too big in size, each spark takes more than a torso size of a humanoid, and each spark is a ball of lightning, which already is a very big thing, but they come in unthinkable quantities, which make the screen barely readable.

Auras could also benefit from a reduction in size. All and everyone around are running blue circles. You can't tell how each guy/girl looks, auras cover everything. And only in town you notice, "oh, this girl had a velvet coat on". The characters are very hard to recognize. That in party play makes people say "Someone took my chisel" instead of "You took my chisel".

Those endurance/frenzy/etc charges are also soo big in size, you can't discern the monster behind them most of the time.

On the other hand the elemental hit skill lacks animation. I really would like to see some lightning, burning, ice arrows depending on what element will hit now; and a specific glow on a melee weapon during the strike.

If the skill effects were reduced in size this game would have a much much sleeker look of a modern game.
IGN: Winxie
Last edited by enceos#1350 on Jan 10, 2013, 7:28:45 AM

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