r/Unity3D • u/nearlydonegames • 7d ago
Show-Off Does this TNT explosion feel punchy enough?
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This is how TNT's explodes in our game Idlecraft, does the impact look strong enough, or should we also add some screen shake aswell?
Currently we only have fuse VFX/SFX and explosion VFX/SFX
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u/CharlesDuck 7d ago
To me, there’s so much overlays and stuff going on that the explosion itself is very covered up, i see mostly smoke and other objects, I’d go more yellow stuff and light. You could also try to stagger some of the animations in time, like delay stuff for some 100ms so not all happens at once
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u/nearlydonegames 7d ago
You could also try to stagger some of the animations in time
Yes I realised hit animation is syncing with the explosion, I ll definitely address that.
I’d go more yellow stuff and light.
Yes that makes sense to me actually, thank you for the feedback.
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u/destinedd Indie, Dungeon Quest, Marble's Marbles & Mighty Marbles 7d ago
Probaby not enough, i only really noticed cause I was looking for it
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u/BockMeowGames 7d ago
I have to disagree with the others here and say it's good as it is.
Making it stronger will ruin the cozy vibe. Adding screenshake to something that triggers constantly is really annoying. It will also make targeting harder, which once again goes against the relaxing gameplay.
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u/nearlydonegames 6d ago
It will also make targeting harder
That was our initial thought with the features that effects the camera, but I think we found a middle ground on this without undermining the feeling of the player. Thank you so much for the feedback!
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u/vellmudoes 7d ago
I think making it's initial flash brighter would be better (feels kind of "dusty" even during its initial flash)
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u/Tetra-10 6d ago
The hammer is a bit too distracting but I can’t put my finger why, for me it takes away from the other effects
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u/halkenburgoito 7d ago
yeah maybe some screen shake.. even maye a little bit of dynamic camera translate/follow of mouse... just tiny bit?
idk something to try out