Just riding the Chinese station official microblog announced the “Dancing and Killing 2: Overlord” latest development log – combat particle effect. This log will help players understand how much the quality of “Riding and Killing 2” has improved
Highlights:
1, the particle effect does not eat configuration, is currently the best optimized 3D video technology.
2, MOD authors can directly change the settings of the particle effect, which means that the “riding the 2” MOD’s infinitely beautiful prospects, not only the modern warfare missiles, even the magical world of various cool effects can be easily achieved!
The full text is as follows:
The “Riding and Hacking” series has always focused on the core game mechanics rather than the screen. Although this sentence still applies to riding 2: overlord, but we still do a lot of work to improve the overall visual effect of the overlord game, the purpose is to let players more appreciate the game’s immersion and entertainment. This week’s log, we are talking about an improvement we are currently working on, which will make the battle more realistic and allow players to experience the hardships and cruelty of war
The particle effect is one of the core components of our battle screen and a technique we use to help increase the overall immersion in battle. After the tumultuous dust of the horses or the blood flow after the swords and swords, the players can feel that they are in a fierce battle
Our combat particle effects fall into two broad categories: movement and attack. Both types of particle effect are determined by two different factors. On the move, the combat particle effect depends on the speed of the unit movement and the terrain through which the unit moves. For attacks, however, the type of particle depends on the type of weapon used and the material of the object that the weapon hits. To make the particle effect more modular and more specific, and to make it easier for developers to modify it during development, we use collision_info.xml to define the particles generated by the collision object and the collision surface combination. MOD developers will be able to easily add new materials and collision particles, as well as change the value of the defined collision to achieve the purpose of modifying this combat particle effects
In the game, let’s take a look at how these particles are implemented: once a target is hit by a cutting weapon, we produce three different particles. First, a linear particle is generated along the cutting direction. Second, a continuous emitter is connected to the target’s hit position, and when the weapon passes through the target, it will produce a large amount of blood particles in a short period, causing a blood spurt. Finally, the third particle is generated when the weapon leaves the target. With these effects, the player can clearly see the image of the successful attack
In addition, particle instances can be attached to the environment and other targets, and the texture maps are marked at specific locations. For example, we added muddy markers to the characters moving in the muddy terrain and the legs of the mounts, allowing them to create muddy particle splashes as they move through these special terrains. As with particle effects, these splash effects can be easily added to the game and used by the MOD developer in the game via collision_info.xml
We use a large texture atlas to handle different splashes. Through this, we can assign the textures in this collection to a single particle effect in an orderly manner. Then we will use a special light shadow to cast to the initial texture. This way we can display up to 32 textures on a single target in an optimized way
With these features, once the war is over, the player can easily identify the troops who have survived the bloody battle and survived