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Right now this are some of the new particles, they will have a change of texture soon though.
Right now we have the transform phase, the spell, the summoning and the teleport. Missing changing the colors of the same particles for Phase 2 and the aura that will have since then.
We are missing the trails and Arthurs Particles
AndreuMiroSabate
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Aug 5, 2026
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I take a look at someone and I think they are good. We will need to see how they look implemented in gameplay, but as far as I see I think they are going to fit in our game. Good job.
JorxPi
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Accepted, very good job. Now we need to implement the code necessary to make use of them and when they are in use we will be able to see better if they fit of need any change.
Great job, keep it up.
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This PR is to add mostly all the VFX.
Note
The trails are still being worked on. Once we have them, we will check how the effects look all together and add the necessary changes. Also, keep in mind that some of the flipbooks need to be rechecked, and there could be changes if the Art/Design team believes it is necessary.
To see all the particles that have been made and remade, you have to go to the VFXRemake scene. In the engine, they are in
Assets/Prefabs/Particles/VFXRemake. They are all in folders and subfolders so it's easy to find everything.To review references, overall progress, or related documentation, check the VFX Page on Notion.
These are all the particles and WHERE they need to be added:
Damage Character
Enemies
🦴 Skeleton
Summoner
PS_EnergyBall, use the other two:PS_EnergyBallSparks1andPS_EnergyBallSparks2, otherwise they won't appear)MeleeEnemyLvl1
(They have trails, so they aren't in this PR)
RangedEnemies
(These are only the particles; as said, the trails need to be implemented)
Arthur
EarthHammer)PS_ChargingSlamGroundcrack)Final Boss
PS_BossTeleport3Circles, whichever you like most for when the Boss is about to teleport)Ambient Particles
Fire (We should check the flipbooks, I have extracted them from a Unity Package)
Dust (We need Dust flipbooks for the Dust columns and debris)
Object Particles
Cristals
Barricades (The barricades should be a MODEL, with a dissolved effect or similar, the particles should be at the bottom of the model)
Barrels
Spectral Path
Please review the effects and let me know if any changes need to be addressed. Note that the main character effects are being handled by Anand and the trails by Natalia, so these will arrive in two separate PRs.
The shadow execution effect is currently missing and will be included in the next PR as well some other effects.
Here are some of the effects—in this case, the Final Boss ones: