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

Awesome! You really russell my jimmies.
Disregard witches, aquire currency.
Last edited by dust7#2748 on Jul 6, 2012, 2:29:49 PM
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Russell wrote:
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dust7 wrote:
Yo Russell quick suggestion here.
How about adding an effect to the necromancer's summoning animation?

I was thinking of something like the black particles around my wizard here when he is casting a necromancy spell:

http://www.youtube.com/watch?v=qumywEW1nuU (for example at 1:54 or 2:21)


sure. They have an effect at the moment but its pretty pathetic.

Just gotta finish this patches stuff first.


Might I suggest it's like a black stream of energy from the Necromancer's hands? That can help in identifying the location of the Necromancers as they have a tendency to be hidden behind walls.

Another idea I think would be cool is if the particles were like puppet strings pulling the skeletons/zombies back up onto their feet. Their current animation reminds me of ventroliquism anyway, and I think I would be a cool concept to pursue.

EDIT: Punctuation.
Last edited by Killas900#0672 on Jul 6, 2012, 10:53:43 PM
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Killas900 wrote:
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Russell wrote:
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dust7 wrote:
Yo Russell quick suggestion here.
How about adding an effect to the necromancer's summoning animation?

I was thinking of something like the black particles around my wizard here when he is casting a necromancy spell:

http://www.youtube.com/watch?v=qumywEW1nuU (for example at 1:54 or 2:21)


sure. They have an effect at the moment but its pretty pathetic.

Just gotta finish this patches stuff first.


Might I suggest it's like a black stream of energy from the Necromancer's hands? That can help in identifying the location of the Necromancers as they have a tendency to be hidden behind walls.

Another idea I think would be cool is if the particles were like puppet strings pulling the skeletons/zombies back up onto their feet. Their current animation reminds me of ventroliquism anyway, and I think I would be a cool concept to pursue.

EDIT: Punctuation.


if you draw it or give an example I can give it a go
I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
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If those 2 tech features had been added you would hear me screaming from from the highest mountain in new Zealand so the whole world could hear.

Also there would be trails and bloom everywhere effects wise :P



Need dat video when happens :), Sweden is somewhat far away and you would probably wake me up :(

Just a question about the effects on skills in general. At the moment one thing that in my opinion lacks is apperance. The visual progress is somewhat dull imo. Do you guys have any plans to add any extra effects to the gems as you progress? An example might be having the gem level and effects scaling together? Or even adding extra things to the environment as you progress to the harder difficulties would seemingly make you feel stronger.
Last edited by neroscapegod#7009 on Jul 6, 2012, 11:58:17 PM
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Russell wrote:

if you draw it or give an example I can give it a go


Okay I made a quick mock up of the first idea, I don't have my tablet on me and I'm more of a level designer than I am a VA Artist so it looks pretty poopy.

http://iforce.co.nz/i/mwypj4g2.skq.jpg

The trail would probably last a bit over a second, just enough to help people identify the general direction of the Necromancers.

The orangey-yellow colour of the lights look kinda iffy, I personally think a crimson or a royal purple might be better.

I imagined some sort of visually striking effect, something similar to whirling blades with the strong contrast between the black and turquoise. In my opinion, it would make the Necromancers seem more threatening and so subconsciously direct players to target the necros.

However, it might be misconstrued as a direct attack on the players unless a similar lighting effect to the necros is played underneath the resurrected undead, perhaps signalling an exchange or transferal of energy of some sort. It might also create too much visual clutter.
Hmmm so he has like a beam that travels too the summoned creature? If so yeah I can do that.

I went with the orange blacky type colours because it fit the environment and the necro better than any other colour.

Ill draw and example of what I can try get us to do.



Sorry my pics not awesome but you should get the point : )

The thing you drew would require trails for it to look correct and fluid
I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
This may sounds stupid, but in the "more gore" mod that can be bought from the cash shop in the future, would it be possible to add blood spattering on the screen a bit when critical hits occur? I say this because currently crits are the most bloody part of the game, and it'd be cool if that continued with the more gore mod, and I think this would be a cool, if maybe gimmicky, way to do it.
yeah, something like that would look really cool. And I figured as much about the colour scheme. :L

EDIT: Maybe not so much of an arc on the beam-thing, because then it might look too much like a rainbow. Maybe something quick and snakelike?

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dashgalaxy86 wrote:
This may sounds stupid, but in the "more gore" mod that can be bought from the cash shop in the future, would it be possible to add blood spattering on the screen a bit when critical hits occur? I say this because currently crits are the most bloody part of the game, and it'd be cool if that continued with the more gore mod, and I think this would be a cool, if maybe gimmicky, way to do it.


I like this idea. It could be expanded to other screen effects, like the edges of the screen being frosty when frozen and other status effects
Last edited by Killas900#0672 on Jul 8, 2012, 6:34:22 AM
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Russell wrote:
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Matt1128Y wrote:
I didn't know whether or not to post in this thread or in the Double Strike thread located in the Skill Feedback subforum...

Regardless, I think the trail on the melee weapons for Double Strike needs to be tweaked a little. My first impression of Double Strike was that I liked the trail, but that the trail made my weapon look shorter than it is. It does this because the trail is near the middle of the weapon instead of being at the tip. I think if you moved the trail to the tip, then this skill would look really awesome. I'd create a new character and specialize in two-handed swords just for it!

I also noticed that different weapons have broader or narrower trails. Intentional or not, I thought it was stange that a Battered Foil (one-handed sword) produced a broader trail than an Exile Maul (two-handed maul).

And for what it's worth, I noticed something weird about the trails Double Strike left behind just from the videos I saw for Path of Exile, before I got into the beta.


Thats because that effect is currently made without trails and instead is done hackely as a animated mesh. Again this is a trails thing :P when we get trails ill make it leave trails from the tip of the weapon. Currently with the effect I have to separately animate it... for 6 classes... with 8+ animations each. Then I have to try warp that mesh to fit the weapon which explains why its fatter on some and thinner on others. Also characters are all different sizes so some do small and some do large swings. Again stretching this one mesh into 20+ different shapes : P.


Wow that is some tedious work. I got a few quibbles which can wait till the new tech gets here but I figured it would be worth pointing out maybe glean some info based on how its going to look in the future.

I actually like the effects on Double strike (didn't really bother me that the effect slash was lower than the weapon head) for that reason I think frenzy can use some similar flare effect on there too but nothing as flashy. This can once again be solved, as you mentioned, with the trails being put in.

Can't wait for bloom to be added into the game. I like the world dark events but the darkness elements can use a little more pulpy gloomy factor to it. I also keep hearing in unrelated forums regarding a day and night cycle... is this true? (it would be cool but it won't be something missed if not implemented imo).

As for the lighting and cold color variance, I think one of the attacks can just be pure white in effect. You can either make lighting into bright white with slight bright blue tones around the edges and make cold have a slightly more bright bluish taint in the center and the edges are bordered with dark blue.

Any plans on adding slight tinges and hues to specific elemental based armors and weapons and top quality wares? I figure at least the legendary items should sport some particle effects. Maybe add slight bright hue to armor + 20 quality (which I beleive is the max upgrade you can apply).

I agree about the fire effects needing a little more work. There are instances where the effect looks awesome (like ground slam with cracked earth and small flames jutting out). But I agree the burning effect feels like a crude overlay.

Can't wait for the material detection for more physics based particle effects. I was also wondering when the tech arrives will you be adding some more physics based touches to environments? Walls crumbling, wood beams and barrels crackling into splinters etc. The falling rock effect while fighting the Vaal Oversoul was quite nice.

Any chance of adding ambiance occlusion? The internal areas of dungeons and dark prisons look pretty good but the outside areas make the bmp mapping feel a tad flat (forest area before the encampment, the kings road etc). Occlusion will help grounds and elevated area's have that nice pop out feel instead of feeling semi flat. In anycase both the internal level and external areas will benefit from having slightly more shaded uneven look.

Thats it for now... sorry for the long read.




"How would you like it if I snuck into your country and did this job over there... and not cash in any of your friggin checks?!! You WONT!! Because you will be right here!!" - Master Shake.
Russel I wonder when you guys are going to implement trails, bloomy particles and material detection. When are they planned to be added into the game? Close to release, open beta or do you expect it to be once the game is already released perhaps the following months afterwards? Just wondering about an estimated time.
Last edited by neroscapegod#7009 on Aug 17, 2012, 12:05:19 PM

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