Soul Storm Effects Storyboard - Herbertofury/Advent-of-Ascension GitHub Wiki

Soul Storm · readable spectral effects

Weapon profile · Aiming readability · Complete feature standard

Keep the original and the proposed upgrade separate

The inspected AoA 3.7.1 / Minecraft 1.20.1 renderer creates cyan/blue SPARKLER particles around SoulStormEntity. It does not render the large flat plasma disc shown in the upgrade concept. The projectile's gravity return is approximately 0.6, and the inspected inherited legacy impact-effect hooks are empty. Those source observations are not a native flight/impact capture or a measured range.

Original extracted sparkler frames, shown separately from the proposal:

Original sparkler frame 0 Original sparkler frame 3 Original sparkler frame 7

Released projectile/impact audit · Extracted asset provenance

Six coordinated effect channels

Revised Soul Storm effect concepts

Proposed cosmetic art, not an in-game screenshot, implementation or native acceptance. The training dummy is an illustrative prop. Its disappearance does not authorize hiding a living target or changing drops.

Channel Art direction Required behavior boundary
Disc flight Bright, thin rim and swirling translucent interior; short falling trail Original-mode gravity remains the baseline; a deliberately altered trajectory belongs to a declared functional module
Muzzle bloom Brief localized cyan slot flash and wisps Spawn once from the accepted shot event at the active emitter, never once per render frame
Stone impact Local spectral shatter against an intact surface No default block destruction, physical cracks, new damage area or persistent debris
Water contact Small ripple with restrained wisps Cosmetic surface feedback; do not create fluid updates or infer a new underwater mechanic
Surface decal Clear bright-to-faded-to-absent sequence Bounded lifetime, bounded retained count, proper surface alignment and cleanup on world unload
Finisher Optional voxel-to-soul-mote dissolve Only after authoritative confirmed death; preserve drops, experience, loot attribution and other mods' death handling

Reduced-glow mode must keep the projectile and aiming cues readable. It cannot simply remove every useful visual. The illustrated comparison is a direction, not a calibrated accessibility or frame-time test.

QA changes made before accepting this concept direction

The first draft left a visible rune in its supposedly CLEAR stage, showed chipped stone that implied destruction, and made the muzzle flash look like a sustained beam. Revision 2 removes the residual decal, keeps the stone intact and reduces the flash. These corrections are visual concept checks only.

Preserved earlier draft, with known QA defects

Earlier draft, not the accepted visual direction

Keep this draft for comparison. Do not use its persistent final rune or damaged block as the default implementation target.

Implementation contract

  1. Resolve the installed effect set when the assembly changes; do not rescan resources during firing.
  2. Keep accepted-shot identity separate from cosmetic rendering. Prediction/reconciliation must not double-trigger flashes or resource costs.
  3. Advance effect clocks independently of frame rate. Bound concurrent particles, decals and lights, and record how overload degrades visual detail.
  4. Avoid per-particle dynamic lights and unbounded transparent layers. Preserve the crisp rim through distance/quality changes.
  5. Test opaque/translucent ordering, water surfaces, chunk boundaries, paused time, reconnect and world unload.
  6. Compare original and upgraded flight/impact footage in the actual target stack. Record which functional module intentionally changes behavior.
  7. Measure equivalent-work frame times, low-percentile FPS, allocation and startup cost before declaring performance acceptance.

Remaining visual work

  • Entity/armor impacts, distinct from stone and water
  • Alternate barrel/beam/lightning effect variants with their own explicit gameplay rules
  • In-game timings, sound design and confirmed-event synchronization
  • Native original-versus-upgraded captures and accessibility review
  • Performance, multiplayer, shader and optional-mod qualification

This sheet advances six design channels. It does not complete the entire weapon or its full feedback package.

Bounded cosmetic lifetime candidate adds isolated expiry/pressure tests to the existing presentation core. It does not yet own native resources or establish a performance gain.

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