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(1 edit)

Working on a particle effect engine today, for the spells:

   

Each of the effects is encoded as a single string of hex codes representing the color gradient, and a separate draw function. These demos cover the three styles of effects I need: simple trails that follow a path via a circular queue, time-based positional movement with randomness, and multi-trails with a pre-defined movement and non-random separation, for the wind effect.

I still need to do water, ice, and earth spell effects, but they'll probably be variations on one of these three styles with different gradients, so it should be easy enough. Also, since I'm planning to continue this WIP after 7DRLC ends, should I move this devlog somewhere else?