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@dligr dligr commented Sep 20, 2025

Brief Description of What This PR Does

Makes current particles (but not trails) spread over Y coordinate, with ones further away being bigger, slower, darker, and more transparent.

Also removes old environmental particles from volcanic vents and instead makes current particles orange to blend in better.

The next and final stage is probably to make textured particles, e.g. for the sea floor, and add bubble particles to surface patches.

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  • PR author has checked that this PR works as intended and doesn't
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  • Initial code review passed (this and further items should not be checked by the PR author)
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@dligr dligr added this to the Release 0.8.4 milestone Sep 20, 2025
@dligr dligr requested review from a team September 20, 2025 14:01
@dligr dligr added the review label Sep 20, 2025
@github-project-automation github-project-automation bot moved this to In progress in Thrive Planning Sep 20, 2025
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The code and visuals look good to me

@Deus-Codes
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Really like these changes. Surface patches look more empty without the particles being like those in the deeper patches - but like you mention, those being tweaked with surface textures. This in combination with chunks and - hopefully eventually - some sort of effect with floating large objects in the background layer will in a very pleasing representation of living as a tiny thing in a massive ocean.

One little suggestion I have: I do think particles in the background can move quicker, as they currently can appear somewhat still. They are more blurry and you did good work with dimming, so players can more easily understand them as not actually having an effect on movement.

@hhyyrylainen
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Also removes old environmental particles from volcanic vents and instead makes current particles orange to blend in better.

That was actually a thought when initially the current particles where added. I thought that why not make the particles match the overall colour of the particles in the patch?

@hhyyrylainen
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I didn't playtest this yet, but doesn't this slightly reduce the verticality of the game as the "normal" old particles were able to fall down from above the camera?

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After testing this I feel like the particle colour and size looks good in the vents, but the seafloor patch looks worse than before as the big white blobs don't really look like anything, I'd much prefer if the old small size of currents was preserved in most other patches.

@hhyyrylainen
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Sorry for spamming so many comments, but one more thing I noticed while playtesting is that in the epipelagic during the night the currents are basically invisible. I think the minimum light value for the currents needs increasing so that the currents aren't invisible for half of the game.

@Accidental-Explorer
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First impression upon starting in the vents was: "wow, it's beautiful!"

But I agree with hhyrylainen that they look a bit more odd in the other patches. Maybe at least tone them down a bit in size and number until if/when we have textured particles that fit better there?

I do enjoy the overall business and depth they add to the screen.

@dligr
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dligr commented Sep 24, 2025

But I agree with hhyrylainen that they look a bit more odd in the other patches. Maybe at least tone them down a bit in size and number until if/when we have textured particles that fit better there?

After testing this I feel like the particle colour and size looks good in the vents, but the seafloor patch looks worse than before as the big white blobs don't really look like anything, I'd much prefer if the old small size of currents was preserved in most other patches.

It kind of does seem like this effect looks out of place in some patches. I think that we might want to experiment with their color to counter that. For example, this is how sea floor particles look with a more bluish color (they fit in a bit better in my opinion):

image

Should I do something similar for all non-surface patches or is it better to just disable depth variation for them?

@Deus-Codes
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The depth variation is a net positive, I think where gripes can arise is just the particles themselves. The screenshot you have there is nice in my opinion. I think this is something that's a matter of the particle's texture if that makes sense, and having it vary in a way that is fitting of the different patches.

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I think there's no real visual problems anymore and nothing has happened on this for a few days so I'll merge this in for the BOTD.

# Conflicts:
#	assets/textures/TrailParticle.png.import
@hhyyrylainen hhyyrylainen merged commit 6a1d8a0 into master Oct 10, 2025
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@hhyyrylainen hhyyrylainen deleted the current_graphics branch October 10, 2025 07:35
@github-project-automation github-project-automation bot moved this from In progress to Done in Thrive Planning Oct 10, 2025
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6 participants