BattleFx
What is in the air of the Quench-Basin, and what the fight leaves on the ground. The other half of the arena slice — Quenchyard owns the room and the grade, this owns the particulate, the sparks and the marks.
BattleFx
What is in the air of the Quench-Basin, and what the fight leaves on the ground. The other half of the arena slice — Quenchyard owns the room and the grade, this owns the particulate, the sparks and the marks.
Four standing GPU emitters run continuously and are retuned on phase:changed:
steam off the wet glass (phase 1 owns it, it thins to nothing), embers
rising out of the fissures (nothing in phase 1, a storm by phase 3), ash
falling through the whole volume — the one that makes the air read as air — and
near-camera motes for parallax against the far wall.
Three one-shot emitters are moved to a point and burst there, so an arbitrary
number of impacts costs three emitters rather than one per hit: sparks (coloured
and weighted per hit.surface — bronze, stone, flesh, shield, glass), floor
dust, and the parry ring.
A heavy boss:strike also stamps a scorch_mark decal on the glass from a pool
of seven and pushes a shock ring out across it. A mark cools over markLife
seconds; a second landing inside markSpacing deepens the first rather than
stacking a new one on it.
entity.find("fx_root").component.get("BattleFx"):status()
entity.find("fx_root").component.get("BattleFx"):test(0, 4)
Scoped to this part · feeds back into the world's score.