Sunday, January 3, 2016

Raindrops Also Keep Falling On My Head

Today was a bit of a shaky day, as I had to pave a lot of my tasks due to not getting any feedback on my previous work from the 1st.

To go with the idea of gradually adding effects, or special effects that came in turn with a certain set of rewards (or lack there of), I came up with a rain effect. The rain effect relies specifically on the amount of clouds covering the sky and how dark the clouds are, utilizing stretched blue billboards for a neat little rain effect to really drive it home when somebody doesn't get it right:


I also dabbled in some more user-friendly portions with a tooltip, a single image that takes on a specific text saved by all of the buttons whenever a Pointer Enter (hover event occurs). Luckily Unity has a cross fade alpha method instead of me having to build it from scratch, but I learned some tricky restrictions with UI events, including functions taking a single, non-class, non-struct parameter. No Vector2 was allowed, but strings and ints are just fine.


As for my next step? It'll involve a magical trail renderer and getting it to extend all the way to the ball that produces it:


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