Alternate Barrels and Skins - Herbertofury/Advent-of-Ascension GitHub Wiki

Alternate barrels and expressive skins

Owner-approved direction, 18 October 2026. Every weapon should receive creative, identity-specific barrel transformations. These are planned gameplay designs, not implemented or tested adapters.

Soul Storm transformation family

Module What it does Animation and impact identity Required gameplay checks
Spirit Bolt Fires discrete spirit-plasma bullets Short emitter pulse, luminous bolt with trailing wisps, brief soul flare Projectile collision and declared damage/cost per accepted shot
Soul Lance Focused continuous soul beam Focusing rings converge; stable narrow beam and restrained contact glow Server damage interval independent of rendered frames; break on occlusion; stop costs and damage on release
Revenant Rotor Circular rotating disc emitters replace the vertical stack Indexing rotor, one active aperture per scheduled discharge, flat spinning soul discs Muzzle index and phase agree with accepted shots; optional deliberate volley is separately declared
Wraith Coil Soul-lightning discharge Forked spectral arc emitters and branching cyan lightning Explicit chain count/range, line-of-sight rules, unique targets per pulse and bounded effect budget
Disc Choir Four stacked emitters alternate top to bottom; five, six and further upgrades Each slot pulses as its flat disc leaves; optional increased output is functional Actual assembly count, projectile count, schedule and resource policy match
Echo Bloom Expanding spectral ring wave Petal resonator opens, broad ghostly ring and readable impact ripple Defined wave collision shape, one eligible hit per target per pulse, declared terrain policy

The original released weapon remains documented separately: its inspected renderer produces cyan/blue sparkler clusters. Discs, beams, lightning and these alternate barrels are intentional new modes, not claims about the original.

First sheet: useful art, with count corrections still required

Soul Storm alternate barrel exploration

This sheet establishes six different silhouettes and effect languages. It is not a technical assembly drawing. The Disc Choir illustration shows five visible slots while its numbered sequence shows four moments; it must not be accepted as the four-emitter model specification. The rotary view does not expose every aperture clearly enough to certify its count. Count, clearances, animation and actual muzzle locations must be verified in the model and game. All versions are retained.

Tailor ideas to each weapon

  • Baronator: Broadside twin-barrel alternating fire; Thunderbell spectral shockwave muzzle; Siege Comet heavy fantasy projectile; Emberwake furnace-styled flame-energy attachment; optional simultaneous Royal Salvo with explicitly increased output. Preserve its red/graphite naval mass and distinguish original bonus grenades from new modes.
  • Minigun: Stormwheel rapid rotary fire; Prism Spindle energy tracer conversion; Frost Chorus chilling pulse stream; Spectral Loom soul-disc conversion; Scatter Crown deliberately dispersed volleys. Preserve orange industrial identity and visible rotary behavior; each conversion declares its resource and effect adapter.
  • Every remaining weapon: derive variants from the actual source weapon, its realm, projectile, special effect and silhouette. Do not stamp the same six barrels onto the entire arsenal. Each profile gets a readable purpose, original evidence, proposed transformations and acceptance status.

Expressive skins

Use Fallout 4 as modular customization inspiration and COD, Black Ops and Modern Warfare as presentation inspiration, without representing their assets as ours. Create original reactive finishes, animated rune inlays, wear tiers, realm-themed materials and progression skins. Examples: Soul Storm's Ghostglass, Eclipse Reliquary and Lelyetian Spiritbloom; Baronator's Crimson Admiral and Ashen Dreadnought; Minigun's Industrial Sentinel and Neon Foundry.

An explicitly cosmetic finish does not secretly alter statistics. A functional conversion has a named module, accurate tooltip and matching behavior. Reactive skins can respond to firing, accepted hits, charging and streaks without hiding targets or creating uncontrolled lights. Include reduced-flash and reduced-particle settings.

Preserve the entire concept history

Never delete or overwrite prior concept art. Save new iterations with new versioned names, source/provenance, purpose and known issues. Mark superseded concepts clearly while keeping them browsable. Rejected art can still contain a useful idea.

Actual original flight and impact capture milestone

Capture the original weapon in the real target-version game, then the upgraded build under the same conditions. Record exact Minecraft/AoA versions, other mods, shaders, resource packs, graphics settings, camera/FOV and whether footage is normal speed or slowed. Capture launch, mid-flight, entity impact, block impact and any secondary effect separately. Include screenshots and short clips with the original item and projectile visible. Keep source-extracted textures and generated concepts labeled separately from actual game captures. No in-game capture has been completed by this concept sheet.

Functional upgrade rules · Full profile standard · Attachment gallery