Category
Category: Overworld VFX groups
5 articles in this category.
5 articles. See all categories.
Build VFXThe construction and repair effects - built versus in use, a banked road stretch, "later" for one stretch per return, and a shortcut that opens only when it can really be walked.In the alpha
Home VFXThe home effects - the Hearth podium's floating squares, Imprint equip at home, the companions board, departure and return, and rest at the Apothecary.In the alpha
Movement VFXThe overworld movement effects - a short dot trail behind walking, a finer trail behind Flow, and a body shake when a walk is blocked.In the alpha
Panels VFXThe menu and inventory effects - hover corners, a pressed button that sinks, tab and item markers, equip and unequip - with one shape for each state and no words.In the alpha
Quests VFXThe quest and pickup effects - tracking a quest, evidence found at its cell, a finished side story, the first permanent unlock, and taking something from a pickup source.In the alpha
A to Z#
B
- Build VFX In the alpha The construction and repair effects - built versus in use, a banked road stretch, "later" for one stretch per return, and a shortcut that opens only when it can really be walked.
H
- Home VFX In the alpha The home effects - the Hearth podium's floating squares, Imprint equip at home, the companions board, departure and return, and rest at the Apothecary.
M
- Movement VFX In the alpha The overworld movement effects - a short dot trail behind walking, a finer trail behind Flow, and a body shake when a walk is blocked.
P
- Panels VFX In the alpha The menu and inventory effects - hover corners, a pressed button that sinks, tab and item markers, equip and unequip - with one shape for each state and no words.
Q
- Quests VFX In the alpha The quest and pickup effects - tracking a quest, evidence found at its cell, a finished side story, the first permanent unlock, and taking something from a pickup source.