Better?
I improved positioning (still looks a bit off on the screenie, I think), moved the Golem to the front layer, changed particles to something showing the general direction of the hit, added a nice swoosh line, and used the finished Golem's attack animation provided by Lurk in the mean time.
It definitely feels better in the game, but I'm curious how it looks on stills.
Also, while experimenting with screen flashes and camera shakes, I came with few neat little tricks you may find useful for your games.
Screen Flash:The main reason I wanted to use flashes is that they make hits visible even if you are not focused on the characters/health bars. Which can be quite often in ArcMagi. So yeah, the following is a bit game-specific.
- The flash only shows on hits that dealt lots of damage (15%+) directly to one of the mages (so hitting a shield doesn't trigger it). This makes sure that the player is getting this very strong feedback only when something really important happens.
- The flash takes 2 frames to reach its highest point and 4 frames to get down from there. It's drawn using additive blending. It makes it fit the game's particles and overall style better than the classic retro one-frame white screen.
- The flash is slightly hued depending on which mage was hit. A slight blue hue is visible when you dealt lots of damage to the opponent, and a hint of red is visible when you are the one being hit. It gives some additional feedback on the subconscious level - you immediatelly know if the flash is a reward for doing well or is it a warning.
Screen Shake:- Screen shakes are tied to specific attacks and spells as opposed to certain amounts of damage. It just works better that way.
- Each attack/spell/action can have different screen shake force.
- On each frame, the game randomly shakes the screen with amplitudes (both position and angle) depending on the force variable. The force variable is then reduced, making the whole effect start violently and get milder as it goes to the point when it's all back to normal. It feels more natural that way.
- There's a certain treshold of force below which screen shakes are not visible...
- ...but the shake force is cumulative.
So for example: walking Golem generates a tiny amount of shake, but it is not enough to cause any visible effects. Same for some weaker attacks and spells. But when these weak attacks, walking Golem and spells happen close to each other, the effects are very visible. In general -- the more happens on the screen at once, the more violent the camera behavior is. It works pretty nice -- it's not getting annoying by over-usage, but when you unleash some real hell, it's very satisfying.
Hope it's interesting for you.
And thanks for the links, the_dannobot. I haven't read that Gamasutra article before and it was pretty good.