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VFX Remake: Added Character, Enemy, Boss, and Object Particles - #147

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JorxPi merged 19 commits into
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vfxRemake
Aug 5, 2026
Merged

VFX Remake: Added Character, Enemy, Boss, and Object Particles#147
JorxPi merged 19 commits into
mainfrom
vfxRemake

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@MeriAlguero

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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

  • Ps_MainCharDamage (It goes as a whole, it has to appear every time an enemy has dealt damage to the main characters, wherever they got hit)
    • Ps_MainCharDamage_Circle
    • Ps_MainCharDamage_SmokeFlipbook
    • Ps_MainCharDamage_Glow
    • Ps_MainCharDamage_Embers
    • Ps_MainCharDamage_Flash

Enemies

  • PS_RunEnemy (These particles should appear when you move them, they need to follow the enemies as if they run. To accomplish it have in mind they need to actually be moved otherwise they will not appear)

🦴 Skeleton

  • PS_Revive (When skeletons revive, these particles need to appear with the model)
    • PS_ReviveParticles
    • PS_ReviveParticles2
    • PS_ReviveGlow
  • PS_ShockwaveSmallParticles (This is when the shielded enemies push/hit the characters)

Summoner

  • PS_EnergyBall (When the summoner attacks, this is their attack + trails. They need to be MOVED for them to appear, so instead of moving PS_EnergyBall, use the other two: PS_EnergyBallSparks1 and PS_EnergyBallSparks2, otherwise they won't appear)
    • PS_EnergyBallSparks1
    • PS_EnergyBallSparks2
  • PS_Teleport (Has to appear when the summoner teleports, when and where they teleport; also, the Model needs to have a dissolve shader)
    • PS_TeleportParticlesUp1
    • PS_TeleportParticlesUp2
    • PS_TeleportFlash
  • PS_Summoning (This effect is for the enemies summoned; wherever they appear, this has to appear too)
    • PS_SummoningParticles
    • PS_SummoningCircle
    • PS_SummoningGlow
    • PS_SummoningFlash

MeleeEnemyLvl1

(They have trails, so they aren't in this PR)

  • PS_ShieldAttack (This is the shockwave that appears when they use the ability to hit the characters with a shield OR if they do a barrage)
    • PS_ShieldAttackParticles
    • PS_ShieldAttackShockwave
  • Shield (This needs to have a SPHERE model, semi-transparent with the dissolved effect for when it appears and disappears, still not implemented but will have it)

RangedEnemies

(These are only the particles; as said, the trails need to be implemented)

  • PS_ArrowBarrage (This will be where the attack will form, where the arrows will hit on the floor)
    • PS_ArrowBarrageEmbers
    • PS_ArrowBarrageCircle
    • PS_ArrowBarrageSmoke

Arthur

  • PS_HeavySwipe (Trails Missing, this one is used in the heavy swipe AND in the side swipe)
    • PS_HeavySwipeParticles
    • PS_HeavySwipeShine1
    • PS_HeavySwipeShine2
  • PS_BoundDustArthur (It’s the ground dust, whenever we need it: In the charging slam, EarthHammer, and others)
    • PS_GroundDustArthur1
    • PS_GroundDustArthur2
  • PS_ChargingSlam (This is when Arthur is preparing the charging slam)
    • PS_ChargingSlamGroundcrack (reuse this one for EarthHammer)
    • PS_ChargingSlamDust
    • PS_ChargingSlamEmbers
  • PS_EarthHammerShockwave (Arthur jumps to the floor attack + the PS_ChargingSlamGroundcrack)

Final Boss

  • PS_BossPhase2 (This is when the Boss gets to the second phase, its transformation and changes from one model to the other)
    • PS_BossTurningShockwave2
    • PS_BossTurningShockwave1
    • PS_BossTurningEmbers1
    • PS_BossTurningEmbers2
  • PS_BossAura (This is the aura that will be active through ALL Phase 2)
    • PS_BossAuraSmoke1
    • PS_BossAuraSmoke2
    • PS_BossAuraSouls (This one can be eliminated if we don't want 'souls', I would like to change it to skulls maybe)
    • PS_BossAuraSparks
  • PS_BossSummonEnemy (When the boss makes an enemy appear, this is the effect where the enemy will appear)
    • PS_BossSummonEnemyShine
    • PS_BossSummonSpark
    • PS_BossSummonCircle
  • PS_BossSpell (This needs to be on the Boss HAND)
    • PS_BossSpellCastShine
    • PS_BossSpellCastFlame
    • PS_BossSpellParticles
  • PS_BossTeleportReapear (Where the boss appears after teleporting, need to add the dissolve effect on the model too)
    • PS_BossTeleportFlash
    • PS_BossTeleportResidual
  • PS_BossTeleport3CirclesOp2 (There is also PS_BossTeleport3Circles, whichever you like most for when the Boss is about to teleport)
    • PS_BossTeleportParticles
    • PS_BossTeleportShineParticles
    • PS_BossTeleportCircle x 3
    • PS_BossTeleportFloor

Ambient Particles

  • Fire (We should check the flipbooks, I have extracted them from a Unity Package)

    • PS_Fire
      • PS_Fire2Flipbook
      • PS_FireSmoke2Flipbook
    • PS_Fire3Flipbook
  • Dust (We need Dust flipbooks for the Dust columns and debris)

    • PS_DustSpecks (These are the ambient dust specks)

Object Particles

  • Cristals

    • PS_Cristals (This is when the crystals are ACTIVE)
      • PS_CristalsGlow2
      • PS_CristalsGlow
      • PS_CristalsSparks2
      • PS_CristalsSparks
  • Barricades (The barricades should be a MODEL, with a dissolved effect or similar, the particles should be at the bottom of the model)

    • PS_BarricadesParticles
    • Ps_BarricadesMist
  • Barrels

    • PS_BarrelBase (This should appear on all barrels when destroyed)
      • PS_BarrelsDebris
      • PS_BarrelsDust
    • PS_BarrelsHeal (When the Barrels that heal explode)
      • PS_BarrelsHealParticles2 (Can be used while they are not exploded too)
      • PS_BarrelsHealParticles1
      • PS_BarrelsDustHeal
    • PS_BarrelExplosion (This is a small explosion for the red barrels)
  • Spectral Path

    • PS_SpectralPathEntrances (This should be on the entrance and end of the path to dissimulate a little the transition)

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:

image

@MeriAlguero MeriAlguero self-assigned this Aug 4, 2026

@AndreuMiroSabate AndreuMiroSabate left a comment

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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 JorxPi left a comment

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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.

@JorxPi
JorxPi merged commit d8a9c62 into main Aug 5, 2026
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3 participants