In my game, I’m trying to duplicate these effects:
World of Warcraft: Shadow Bolt
The only thing that I really can’t figure out how to do is the black swirling trail effect from the flying skull. I have the rest of it. Any ideas on how this can be accomplished?
World of Warcraft: Smite
I’m not even sure how to approach this since it’s a lighted curve with a texture that hits an enemy. I was thinking of a beam, but beams are continuous until you turn them off. The timing will be tricky on that. There’s also what appears to be a particle emitter as well.
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I don’t know what to look after in the second image, but if you’re trying to do the DNA-like shape in the first image, having 2 attachments rotating around the skull (and with continuous particles in them) might work. Then again, I don’t know how these effects play out in the original game
I figured out the first part by myself doing exactly what you said. The second one I’ve been thinking about having a part with two attachments at the edges opposite of each other and use a beam with a curve. The leading attachment has a particle emitter, then just rotate the part.
These effects are provided in a different game engine that’s specific to World of Warcraft and Blizzard Entertainment. They do not publish their engine outside of their game. I do know however that their system has an LUA interpreter as well. Their server setup is Unix. From all the games engines that I have seen, they all seem to have the same set of basic features and functionality, albeit it’s done differently. They also have functionality that’s specific to that particular engine as well. WoW was originally published in 2004, and I played it for 10 years, so I know something about how it works internally based on my observations and forum posts. Unlike Roblox where the games are developed by anyone, all WoW development is done by dedicated teams for one game.
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The only Bézier module you will ever need - Resources / Community Resources - Developer Forum | Roblox
I would create a black trail asset with a “glow” and a black particle parented to a part. Move the part alongside the curve generated by the module, and it should hopefully work