Open bastianilso opened 1 year ago
then you might want to invert the current colour feedback scheme (dark worse, light better performance) as the particles might otherwise vanish with respect to the background. What do you think?
The color scheme was already inverted: it is now light-desaturated-transparent=worse, dark-saturated-opaque=better.
:-D I missed that when trying it ... or haven't seen it yet. Great!
Bastian’s request Bastians edit: (Bastian's animation omitted for now, we cant put it online yet as its part of an anoymized submission.*)
Result 1 - basic effect, needs to be enhanced, it lacks “life” in my opinion
Result 2 - Added size change over lifetime to have a better “feel” of the fade effect, made the dashes wider but there are less of them now
Result 3 - Minimal changes, just added some more fade to it
I was not sure of the colours I needed to use but if there's something you want to try/check if it's possible with the particle system, I can do it.
very nice to see. Could you add the mole to the picture? without it's disappearance the experience is very isolated and removed from context.
I can try but I made these in an isolated project and I already tried to import the mole model (it crashed unity), I'll try again and send the results.
Done !
hmm, the moles don't look like the ones we have in the current version.
the outer circle of the mole should disappear the mole body changes colour (either during or after the particles are finished)
@ElMarchand nice progress! Unfortunately I had to omit the full animation from your post for now, since its part of an anonymous submission for the time being (sorry).
Feedback: I think this is a good starting point, well done. I know this can be difficult to see from the quick animation I sent, but the direction of the lines in your animation is not the same as the direction of the lines in the provided animation. Here is a close-up of what is happening (im slowly scrubbing the animation forwards and backwards): Screencast from 2023-09-13 17-05-15.webm 1) The lines are vertical and radially instantiated from the center of the mole. What I mean is, they face "away" from the mole (90 degrees) instead of following the mole's outline. 2) The lines increase and decrease in line length - not sure how easy that is to replicate, but you could consider animating the scale along the line length.
As for your question about color, the color should follow the mole's (green) feedback color. (the exact hexadecimal color depends on how fast players hit the mole).
Looking forward to see the next iteration!
I have this effect currently implemented on a regular mole. (the gif is slower than the actual effect) It should be working but for some reason, even if I don't use the particle in the Mainscene, every animation disappear and all moles are white, even if the game still plays.
I don't know how I did this but I will try to revert and remake the particle effect to see if it comes from the way I made it.
It would be nice if the checkmarks, in addition to color, scale, transparency changes also change in terms of particle emission.
PerformanceManager sends a value between 0 and 1. This value needs to be translated into a number of particles, where 0 = no particles and 1 = all particles. The particles may also adopt their color based on the color of the Mole.