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Skill/Spell effects

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#1 csisy   Members   -  Reputation: 233


Posted 16 June 2014 - 04:46 PM



Well, I've tried to find some simlar topics, but I can't. Probably I can't search :D This topic was my best hit.


So I've just done my basic particle system: I have an emitter which has direction, start/end values (like color, speed, size, ...) and a delay time between emitting particles. However, I'm just wondering how the computer games make their "own effects" for different skills. I mean, I can't use particle system for every spells.


I'm playing with LoL and it has a lot of different skills. For example here is Katarina's abilities. These are not particles. Are they using simple meshes (some quads) with animated textures with alpha blending? How should I handle these kind of effects?


And another one: if I have to use meshes and/or particles, how should I manage the different abilities? Now I have a base class (called Ability) and the different skills are inherited from it. In these classes I can handle the different particle emitters and actions. Is it a "normal" system or is there any better?


Sorry if I missed something or it's a duplicated topic.

Could you please give me some advice?

sorry for my bad english :)


#2 alek314??   Members   -  Reputation: 239


Posted 17 June 2014 - 06:38 PM

I suppose a effect system should be able to handle screen aligned quad, y-axis rotation quad, mesh etc. all at the same time.

Each ability should have their own effect. An effect is an asset, just like a texture or a model. It's authored by an effect editor.

So your ability system shouldn't worry about whether the effect is make up of mesh or not. It's an implementation detail of that specific effect.

Unity is a good starting point to learn about "normal" system.smile.png

#3 csisy   Members   -  Reputation: 233


Posted 18 June 2014 - 12:27 AM

That was my other idea to create an effect system which also handles particles. It means just to expand my current particle system with features you suggested.

I have a xml descriptor for each character and its abilities. With the effect system I just have to reference to the effect and the two implementation is separated.

Sounds much better and I will check Unity also. (I don't know why I haven't done it, I've already "copied" some things from it :)). Thanks!

sorry for my bad english :)