YoungBuck$ Combat Design - Devlog #6 - More Speed More Juice
- Steven Pasinsky
- Nov 5, 2023
- 1 min read
Updated: Mar 4
🧭 Overview
This week was another juice week🍹 (it turns out a lot of combat is making even the small things feel really really good). I was inspired by a video we watched in class in which Little Mac from Smash exhibits like 20 different VFX when he lands his charged neutral B.
⚒️Work done
This week was another juice week🍹 (it turns out a lot of combat is making even the small things feel really really good). I was inspired by a video we watched in class in which Little Mac from Smash exhibits like 20 different VFX when he lands his charged neutral B.
I hopped into Niagara again and put together something that is definitely not very performant. That said, I only spawn the particles when the player dashes to keep them to a minimum.

After playing with the values and crashing UE a couple of times, I was able to get something that looked pretty decent! It was following a tutorial on YouTube, which helped a lot, but getting the logic would involve keeping the Niagara effect off, which spawns around the player's skeletal mesh, and activating it only when the player dash ability is called:

Since the lesson of this week was mainly learning how to take in feedback, we basically all added in extra VFX for the week in order to make it feel a bit more natural🌱. Until next week~
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