Since I've already made a particle for my level, I figured I would make one for my barrel:
I posted this picture for my exploding barrel; as you can see, the last phase of my barrel (when it explodes) has sharp needle/thorn-like objects shooting out from it.
Since we are required to have 3 emitters, I'm planning on creating a spark(s) emitter (GPU Sprite Emitter), a smoke/fire trail (ribbon emitter) to follow them as they shoot out, and debris to represent the pieces of the barrel that are left over after it explodes.
Research:
I already listed the types of emitters I think or know I will need to use to make this particle, but below I've gone a bit more in depth:
1.) Sparks/embers: These can be created with a GPU Sprite. These differ from a regular particle with no TypeData node, as they will continue to 'run,' even when the player's FOV has passed it and it is out of sight/frame.
- The sparks won't be like firework sparks, where it shoots out quickly with a bunch in one area. I plan on having them spread out, possibly with an Orbit node, so it feels more like embers as it burns.
- The embers themselves won't be too far/wide in length/width...they'll probably look like little pieces of rice in the end; perhaps a bit smaller than that, even. I'll use the Initial Size node to adjust these characteristics
- The embers colors will be naturally tinted, so orangish-red/yellow/red, similar to that from a fire. This should be adjustable with a Color over Life node.
- Quantity/Spawn rate won't be too high; like I said, I don't want them to be like sparks from a firework, but embers from a real fire.
2.) Smoke/Fire Trail: These will be connected to the projectiles that shoot out from the barrel after it explodes. It is mainly to provide a visual cue that something is shooting out from the barrel, but it is also an added visual interest to the barrel even after it has exploded.
- The fire trail itself will be similar to a fireworks', but naturally tinted (yellow/orange/red colors, possibly even a little blue/white). I definitely want it to feel like the projectiles are being launched, and not like they're pieces of debris just arcing out and down after the barrel has exploded. Chances are I could use a beam or ribbon emitter to get this done.
- The length of the trail won't be long, maybe just medium in length. I want the player to be able to see the trail and recognize where it's going.
3.) Debris/explosion/burst: This one is more of a combination of the burst particle option when making particle systems, and another particle itself (probably the explosion particle). I'm not sure which emitter to use with this one just yet, but I should be able to figure it out once I have the first two emitters done.
- Definitely want a pronounced 'burst' visual to show that the barrel has exploded; I'll probably need to make a smoke particle to go along with this, or just an explosion particle.
- The burst will be fiery--what's an explosion without fire?
No comments:
Post a Comment