UPDATED 8/23/2010
Changed the WHAT section to reflect development goals based on what I've seen in the Particle Cauldron.
UPDATED 8/24/2010
Added a link to my first spell effect revamp.
-=-=- THE WHY =-=-
I'm a geek. I grew up with games, and they're a big part of my life. In fact, I dream of a job working on them, and in a respect more specific than most might decide. You see, ever since I was 5 and mom named the Black Mage in her Final Fantasy 1 party after me (or as near as 4 letters allowed), I've been obsessed with magic in games. Watching BRI thrust his pixellated hands forward with a cascade of ice, and seeing a horde of enemies obliterated one by one in a mass of blue pixels was quite agreeable to my young eyes, and since then I always play a mage when I can. Something about annihilating enemies in a flashy display of raw power has always been awesome to me, and the flashier the better. That dream job of mine? I hope to one day do special effects art for games. I want to be the guy who makes your screen more fun to look at for 20 seconds when you click "Summon: Bahumut".
Reason 1: Have fun.
I get a kick out of flashy explosions. I get a bigger kick out of making them. Some people will probably want to tone
the vanilla effects down, and I am not one of those people. I want even minor spells to evoke a sense of impact, power,
and flash.
Reason 2: Escalation.
What I mean by this: Consider World of Warcraft's spell effects. When I played, at least, rank 12 Ice Bolt
looked identical to rank 1. I think that's lazy. Spells of higher levels should become prettier, and if it's possible, I want
spells to get more intense if you're controlling more shards. Why should Fire Bolt LOOK the same when it's doing 3x as much damage
because a sovereign is able to tap directly into the source of its shard-based energies?
-=-= THE WHAT =-=-
This will be updated based on what I'm CURRENTLY working on at the time. Check the top of the post for the most recent update date.
Primary Objective: Learn about the Cauldron
This goes without saying. Between play sessions, I'll be messing around with the particle effects editor. I've some experience
with tools like these, but I want to get a workflow down, try and discover the ins and outs of the program, and if I'm feeling
especially ambitious, I will try and figure out if it can be modded, and how to do so. The way color interpolation is handled is terrible.
Next Objective: Textures
The vanilla textures used in the spell effects are... Subpar. There are too many hard edges; cartoony images as particles can
work (See Zelda: Wind Waker), but not like this. I'll create new textures for dust and fire, and aim to increase the general
variety available. More sparkles, gradients, shapes, rings, etc.
Here's the result of my initial experimentation!
More to come. Stay tuned :]