Devlog

Charge effects get a single filament and local armor hit pulses

Charge effects get a single filament and local armor hit pulses: image 1 of 2

In Shattered Rift, charge effects now use one attached inner filament instead of overlapping charge tubes. Sparks are more compact and fade sooner, and hits show a local armor pulse instead of a full-hull white flash. The first image shows the current charge effects. The second shows the earlier weapon-effect recipes in the same current game. Both are player-camera controlled-combat captures with live waves and slightly different timings. World sunlight wash, ordinary combat, camera occlusion, primary bolt brightness and the full AAA target remain open. These screenshots are not proof of sustained 60 FPS.

Charge effects get a single filament and local armor hit pulses: image 2 of 2
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