FX Implementation

Work for this week was relatively straight forward and simple- implementing overworld and battle FX in a similar vain to how it was done with characters. The Alpha Asset Planner didn’t have a section designated for these specific assets, so I was taught on how to organize a template and how to utilize it effectively. In the future, if something isn’t listed, I know have the ability to seamlessly add it in, without halting production or using a notepad to record errors in a less organized, professional way. 

For context, each list entry opens up and leads into an even more descriptive section about the progress and implementation status of each item. Not only can I add entries to the list above, but also templates inside the window created when clicking on a list entry. Just a cool little side-thing I learned when implementing FX that I wanted to shine light on. For the work I’m doing, I have realized just how important staying organized truly is, especially when it comes to monitoring the status of animations, the progress of implementation, or even just naming convention. Even if it’s not art work, I’m still very pleased with the experience I’m getting.

Types of FX

When I first began working with FX, I was mainly picturing things like environmental quirks or elements like rain and sparkling. However, background animations as significant as a door opening and closing is also considered an effect, which I found really interesting. Similarly, while some elements may be classified as an effect, they actually behave more like characters and thus are categorized in such a way. One pokeable, Grimey Pete, fits into this category. Unlike characters, every effect has a different need when it comes to number of animations, or how animations may transition to one another if at all. 

The door, for instance, needs a state where it opens, remains open, and shuts. Other fx tend to just be animations that play on repeat or play once and simply stop until they are called again. The door is meant to go outside, but I chose to test it in the interior of Otto’s house just to see if it functioned properly. There is also a side door with similar properties, but this door had some sizing issues when I implemented it.

Even though they are categorized as an effect in the alpha asset planner, Grimey Pete was implemented as a character and can thus, be found in the overworld character folders. Unlike other characters, they only have three animations, none of them quite like those of other characters. Grimey Pete has open, idle, and close, none of which change based on direction or movement. 

Next Week

This week has focused solely on FX implementation, but next week I will be able to work with 3D again! Next week, I will be creating texture atlases for both larger and smaller 3D assets and I can’t wait to begin. Essentially, I’ll be creating textures that can be used repeatedly in order to quickly creating buildings and midground assets, like so. 


I haven’t been watching much of anything besides Elden Ring network test playthroughs! The magic in the game and new bosses all look so cool and even though I didn’t get a chance to play it myself, I’m still extremely excited! Seeing my favorite streamers and content creators playing and already analyzing the story and lore to the game is so much fun, and I’ll provide a few video documentaries of the network test from different creators if anyone is interested. 

Vaatividya is a classic channel for anyone interested in the lore or in-depth analysis for any soft-world building kind of game. If you want a more serious, analytical take of the game, I suggest checking out his stuff!

Prod is a youtuber who focuses more on the PVP aspects of Soulslike games and tends to be a better fit for people who like a bit of humor rather than heavy info dumps. He highlights funny/interesting moments in his playthrough so if you’re more interested in something highly-edited and fast-paced, check out his series!

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