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The Potion

I wanted to get a break stuff and loot system working visually. This is the MVP barrel and HP item.

It was difficult to tame the chaos simulation. Out of the gate, I had two problems; firstly, the barrel was very fragile and would break when I tried to platform on the barrel. Second, the speed of the sword created some wild inertia on the barrel pieces, which made it difficult to get a consistent break. I had to make a custom collision type for the blade and isolate the collision overlap of the barrel to just that type. After that, I needed to recreate the impact by placing a radial impulse at the point of impact so I could control the inertia regardless of the type of sword attack being thrown. Finally, I had to create some collision for platforming which terminates on impact so that the barrel still felt physical to the player.

Compared to the barrel, the overlap collection of the hp flask is pretty straightforward. I wanted to keep the gameplay quick for pickups like these but in the future, I might explore pickups that prompt you to hit a button to collect the item.

The potion shader is pretty simple, I have a couple of layers of the same bubble mask scrolling at different speeds and scales to create the illusion of depth. So, no true parallax is happening but it keeps the material lightweight and can be done with one material. I chose to scroll the bubbles in the emissive channel to highlight the potion in the dark corners of the dungeon.

The sound effects are from freesound.org and the ambient music is from whitebat audio.

The shader graph for the Potion which includes the internal bubbles and the dissolved VFX component.

The shader graph for the Potion which includes the internal bubbles and the dissolved VFX component.

Capturing the barrel smash and pick up gameplay. Level art and lighting is Wip.

The blueprint for the actual HP potion that is spawned. The character simply needs to run over the potion to collect it.

The blueprint for the actual HP potion that is spawned. The character simply needs to run over the potion to collect it.

This is the blueprint logic I strung together to get an MVP for smashing pots like we see in Ocarina of Time, in this case we are smashing barrels. Pots soon to come.

This is the blueprint logic I strung together to get an MVP for smashing pots like we see in Ocarina of Time, in this case we are smashing barrels. Pots soon to come.