Simulating Airflow in a Pixel Art Game comes with some perks
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- čas přidán 12. 09. 2024
- Hey! We are 1000 Orks, a German game studio working on WARCANA - a fusion of battle royale, base defence and deckbuilding. We’ve recently added a particle system to our game. Now we’re simulating airflow for it. Any suggestions what we should do with it? Feedback is much appreciated!
If you’d like to support us, wishlisting our game on Steam would help us a lot.
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I advocate for having this insanity as a toggleable option. I want to have my eyes melted by pure magic.
🎊🎊 Unfortunately it is only a tech demo!
@@1000orks So the full game will not have such an extensive fog system?
Looks great, although maybe a bit too distracting for gameplay purposes. Or just not cohesive enough yet.
What method did you choose to simulate the airflow? I am guessing it is a eulerian field, if yes how did you handle the edges of the simulation
This is SOO COOL! But i think it would be Better with If it were more transparent or with fewer particles, for gameplay reasons and to make it easier to see what is happening
You are right! This is just a stress test of the particle system.
Very cool.
I can barely see what's happening, the air flow blocked everything. I'd rather have less airflow simulator and more details on structure low HP (with some broken animation maybe)
It looks *good*, but, as others, I worry about readability. Not knowing the game, it's hard to say if I'm having trouble reading the visuals because I'm untrained or because the "pretties" are getting in the way. My suggestion is just to be very careful with that aspect
Yes of course! This is just a stress test of the particle system. The actual game will use it very differently.
let me play your game! i'd be a great playtester!
What are you guys using to render? An engine or something like bgfx?
Hey!
We built our engine on top of BGFX! Good guess!
@@1000orks That is awesome.