Category
Category: Visual effects
14 articles in this category.
14 articles. See all categories.
Astro VFXThe astrocyte opening - a hole in the ground, one astrocyte process rising, sparkles - used for Link in turn rooms and for the calming visit at Hearth.In the alpha
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
Care VFXThe turn-room effects for Care, recovery Care, Tend, Engulf, Trim, Process and Settle - three results with three shapes, timed to the rope's contact frame.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
Orders VFXThe turn-room effects for a companion's orders - Direct, Swap, Huddle and Call - where Call is drawn as a signal that residents choose to answer.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
Pressure front VFXThe animated pressure front in turn rooms - coming, striking, resolving one at a time, lingering and held overload - restyled to the painted rooms and approved by the user.In the alpha
Pull and Glide VFXThe turn-room effects for Pull, Glide and dragged debris - anchors and landings while aiming, a gripping diamond and clamps, a body that flows tile by tile, and a still trail under reduced motion.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
Survey VFXThe turn-room effects for Survey - a scan tint over the exact area, two sweeping scan columns, an evidence frame and lens on each revealed front, and a hollow return when nothing is found.In the alpha
Vessel VFXThe Vessel Margins effects - a visible monocyte surge countdown along the vessel's centre line, and adhesion where a monocyte sticks to the wall.In the alpha
VFXArborwake's visual effects - quiet, tactile pixel feedback with no words and no popups, built as eight turn groups and five overworld groups, all approved by the user.In the alpha
Ward VFXThe turn-room effects for Ward and Stand Fast - five plates per tile, three solid and two empty, so a ward visibly shares 60% of a hit and never reads as immunity.In the alpha
A to Z#
A
- Astro VFX In the alpha The astrocyte opening - a hole in the ground, one astrocyte process rising, sparkles - used for Link in turn rooms and for the calming visit at Hearth.
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.
C
- Care VFX In the alpha The turn-room effects for Care, recovery Care, Tend, Engulf, Trim, Process and Settle - three results with three shapes, timed to the rope's contact frame.
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.
O
- Orders VFX In the alpha The turn-room effects for a companion's orders - Direct, Swap, Huddle and Call - where Call is drawn as a signal that residents choose to answer.
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.
- Pressure front VFX In the alpha The animated pressure front in turn rooms - coming, striking, resolving one at a time, lingering and held overload - restyled to the painted rooms and approved by the user.
- Pull and Glide VFX In the alpha The turn-room effects for Pull, Glide and dragged debris - anchors and landings while aiming, a gripping diamond and clamps, a body that flows tile by tile, and a still trail under reduced motion.
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.
S
- Survey VFX In the alpha The turn-room effects for Survey - a scan tint over the exact area, two sweeping scan columns, an evidence frame and lens on each revealed front, and a hollow return when nothing is found.
V
- Vessel VFX In the alpha The Vessel Margins effects - a visible monocyte surge countdown along the vessel's centre line, and adhesion where a monocyte sticks to the wall.
- VFX In the alpha Arborwake's visual effects - quiet, tactile pixel feedback with no words and no popups, built as eight turn groups and five overworld groups, all approved by the user.
W
- Ward VFX In the alpha The turn-room effects for Ward and Stand Fast - five plates per tile, three solid and two empty, so a ward visibly shares 60% of a hit and never reads as immunity.