They spawn in the direction that the bullet was going, generally opposite to the player.ĭoing this through code proved really useful to personalize the effect, making it larger if the damage was greater, or if the enemy was closer, or even if the effect was close to a wall. These particles are spawned in the same frame as the blood pool/decal we talked about, with both animating for a seamless transition in through a code coroutine. Speaking of particles, we can’t forget about on-hit particle effects when the player or enemies are damaged. Take this, add some blood strings for extra juice, and you have a reverse blood tornado that absorbs blood into the player. Doing this, we were able to use the custom data from the particle system to change the speed, flow, and shape on the mesh, as well as add a fade in and out for the strips so the effect could appear and disappear smoothly at the top and bottom of the tornado. The particle effect is a 3D-modeled ribbon (a stripe of polygons) plus a shader that scrolls the texture all the way up by using the main UV. These gnarly whirlwinds were achieved by using both a scrolling texture and a particle effect. How, then, did we go about it? Keep reading to find out. Of course, it does come with its challenges: Making (and playing) a game with such a limited palette is not for everyone. This is a decision that was made early on and is tightly linked to both narrative and gameplay aspects. It is not hard to spot among other games, not only because of the sci-fi environments and top-down camera, but also because of a crucial aesthetic: You’ll be challenged to find more colors than black, white, gray, and red. I See Red is a frantic, twin-stick shooter roguelite that's all about rage, combat, revenge, blood, tragic pasts, and – yes, it's in the name – RED. Since then Whiteboard has grown to a team of 30 young professionals, and you're reading this intro because we're gathered here today to talk about our first commercial release: I See Red. We're Whiteboard Games, a development studio founded in 2021, in Buenos Aires, Argentina, by five college graduates who wanted to chart their own path in the game industry. In this guest post, Whiteboard Games details the history of the studio’s first commercial release, I See Red, and shares the technical thinking that went into the game’s unique approach to color.
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