DevLog #10 - Special abilities VFX
Before deep diving into enemies AI and full-fledged combat system I decided to close the topic of character’s visuals and make VFX for all special abilities.
Before deep diving into enemies AI and full-fledged combat system I decided to close the topic of character’s visuals and make VFX for all special abilities.
I’ve already tried environmental puzzles. Now it is time for combat system.
In previous posts I talked about basic and procedural animations of the main character and his abilities. Now it is time to talk about different attack animations and some other contextual animations.
In this blog-post I will explain how to animate simple creatures using vertex shader. I will use rat as an example, but the same method can be used to animate fishes, birds, bats and other small creatures that are not the main focus of the player.
In this devlog I will talk about procedural animations of main character’s abilities which are completely or partially created and controlled from code inside Unity.
Main character modeled and rigged, now it’s time to animate it.
So, the models of the main character and his abilities are ready, now it’s time to prepare it for animation. In my case there are 2 steps: rigging (create and setup virtual skeleton) and skinning (connect mesh vertices to the virtual bones).
In previous blog-post I’ve shown concept art for the main character and his special abilities. Now it’s time to see how it looks in 3D.
In this article I will write Unity cel-shader (also known as toon-shader) from scratch. I will show and explain some tricks that are quite useful, but not so many people know about them