So Im working on a project and have been trying out Unity for the past month and Im really impressed with how easy it is to use. Im working on a RPG style game. I need some advice for spells. Im going to have classic RPG style spells. So far fire and water have been easy. Ice too. Im not too happy with wind but with a bit of tweeking should be ok.
for my earth effect, Ive chosen to make a “nature” like spell. What Im hoping to get is these vines that grow out of either the ground or from our hero, they will make their way towards the enemy. I dont want to make a 3d model. I want it to be a particle effect. I want it to look good like the vines really envelopp the enemy(ies). Any suggestions?
Also, I may need some help with my thunder spell. I really dont like the lightning made with perlin noise (in the unity downloadable files on the site). Im hoping for a more jagged effect.
well, if anyone else is working with particles, Id love to see what you’ve come up with, the vines really I need most.
Have you considered using a shader? I don’t know what kind of experience you have writing shaders, but something like [this[/ur] where you interpolate in a texture based on distance from a point.
So, I worked on it for twenty minutes or so, and I put together a little example of what I mean. The Plane in the scene has the VineGrowth shader on it, and as you increase the “Amount” you will see the vines rise to the top of the plane.
A few points:
The vine texture is awful, but you get the idea .
The shader is checking the second texture coordinate of the object to see if the y is greater than the amount. That system works fine, you just have to make sure that your model’s second tex coordinate has its feet at (x, 0) and the top of the head at (x, >= 1). So I just cheated and used a plane in the model since the uvs are set up exactly like that.
If you don’t like that system, that’s ok, I just chose that because it was the easiest without much time. You could also check distance from a point and pass a point to your shader. The idea is that you check to see if the pixel/vertex is within range of a certain point and combine a texture accordingly. You could even use screen space ](http://unity3d.com/support/resources/unite-presentations/shader-tricks-in-game-production)
Yes I tried playing around with shaders. I am not really a shader person and prefer javascripting or c#. I prefer having a partical effect instead of instantiating several objects, since I want to be able to cast many vines at once.I guess I should have added this before, here is what I have so far:
I find shader tutorials are hard to come by. Id love to to earn more to make nice effects.
but back to the vines, the line rendering idea seems interesting,but I have not yet played around with line rendering.
about the lighting, I really want a nice lightning effect but the link you sent didnt work. Can you package the lightning effect? also it needs to be particles, not instantiating a plane with jagged lightning texture as Ive seen.