Horror VFX event manager - Afronomical/Producing-Games-24 GitHub Wiki
VFX Event system framework
When an event triggers a VFX event the program should check the event name and then change current camera settings to the VFX effects and play audio follies/clips. It should be in a manager that can be called at different times and have a priority on which profile will be called if multiple are called at the same time.
Requirement 1:Event names/variable
- Event names can be created and save all required VFX effects and audio effects.
- Events can be changed after creation and changes affect all times events are called across multiple event locations.
- Events will have a priority system where if one system is called when another is playing one can override the other. This will be numerical the higher * the number the higher priority.
Requirement 2: multiple managers connected to VFX Manager
- Camera VFX manager
- Lighting VFX manager
- Trail effect VFX manager
- Particle effect manager
- Audio VFX manager
Requirement 3: Required camera manager VFX settings to be saved
- Camera FOV
- Physical camera settings include: toggle physical camera, focal length, sensor type, sensor size, lens shift, and gate fit.
Requirement 4: Lighting manager VFX Settings to be accessed and saved
- Connect all light sources in level to a single manager
- Connect all lighting effects from lights to be changed by the VFX manager.
- Required lighting effects to be saved:Lens flare and halo.
Requirement 5: Audio VFx settings
- Audio clip to be played at the event call
- Audio effects are to be changed during event runtime. Then defaulted back to the original settings. (this is subject to change based on current Audio mixer design so can be lower priority)
Requirement 6: Trail Effect settings to be saved and changed
- Having a trial effect setting manager demon and patients
- Having an event for changing demon and patients trail render settings via VFX manager.
Example VFX Event system run;
- Default VFX settings are saved under the default variable.
- a player is near the demon the VFX Variable DemonProximity is called.
- The vfx settings changed are camera vfx narrowing player fov, and adding camera shake based on demon speed, adding halo effects to light sources, visual trail effects around the imp in black smoke/trails and maybe Audio distortion based on audio mixer settings.
- These play while the demon is within a certain proximity to the player. If a player leaves proximity the VFX gets returned to default settings.
If a use of a consumable VFX is called during the demon proximity event the system would check the priority of the event before choosing to override the VFX event or not be called.