Particle Effects
Tuesday, 4 August 2020
Brain much, much drier than that chicken breast I had for lunch the other dayā¦
Back with another devlog this week! Iāve finally gotten some particle effects for the game done, so Iāll be showing what Iāve completed so far. Particle effects provide some visual feedback and just ties all the animations and actions together nicely, along with the sound effects. There are quite a few effects that are similar to one another, so Iāll just be grouping those together.Ā
Hereās a look at all of them playing at once!Ā
Besides the smoky and sparkly effects that Iāll cover below, there is also (from left to right in the top row) a heart PFX to indicate customer satisfaction, a ring of fire for the stove, liquid splashing, and PFX for liquid overflowing out of a pot onto a surface!
Getting...steamy
These are the smoke / steam-related effects! Because recycling is good for the environment, all of these use the beautiful smoke sprites made by @theeggnoodletā, with varying sizes, speeds, colours and shapes depending on the usage of the particle system. For example, negative feedback like burning food has darker smoke particles compared to lighter particles when the food is still undercooked.Ā
Sparkles
These effects will play to indicate:
that a dish was cooked well
that a customer has disappeared (currently, customers just shrink and disappear into the void, so we wanted to add some sparkles to show the pop as it disappears!)Ā
Constraints
In a previous school project done on mobile, usage of unoptimised particle effects and post-processing was like sweet torture on the device. Since the platforms that we are developing for are mobile and VR, which require quite a bit of optimisation to keep the FPS at a decent level, I had to keep the number of particles for each particle system as low as possible without compromising the quality of the effect. This meant a lot of tinkering with particle sizes to ensure that the effects donāt look too sparse at lower particle counts (10-20, max).Ā
Review
Thatās mostly it for the particle effects! We canāt get too fancy lest the devices weāre developing for start screaming whenever we test the game out. In any case, I do hope the particle effects we have can spice the gameplay up a little.Ā
Iāll mostly be working on a little of everything in the following weeks: extra UI and particle effects as they come, finding more sound effects, probably get to lighting? Weāll see. Or, well, Iāll see. And then youāll see. Anyway, bye for now!













