feat(vfx): animate movement and scoring effects

This commit is contained in:
Josh Creek
2026-08-07 22:31:17 +01:00
parent 8d4078989c
commit 78ef0cb1f8
4 changed files with 225 additions and 1 deletions
+1 -1
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@@ -16,7 +16,7 @@ The largest gap between this and a AAA-feeling product is presentation, not code
- [ ] **Audio — there is none.** Zero sound files, zero `AudioStreamPlayer` nodes, no bus layout. Needs: engine hum pitched to throttle, turbo whoosh, ball impacts scaled by collision impulse, wall scrapes, goal explosion, crowd bed, UI clicks, countdown beeps, music. Can be driven off `Ship`'s existing telemetry signals.
- [x] SSAO/SSIL in the arena Environments — cheapest single perceived-quality win available; grounds the ships against the deck and gives the fillets and goal recesses real depth.
- [ ] VFX on anything that moves: `EngineGlowL/R` are static meshes that don't respond to throttle. No thruster plume, turbo flame, ball trail, impact sparks or goal burst. `arena_02` is the only scene with any particles at all.
- [x] VFX on anything that moves: throttle-reactive engine cores and plumes, distinct turbo flames, a speed-scaled ball trail, contact sparks and team-tinted goal bursts.
- [ ] Impact feedback — screen shake, hit-stop, flash, controller rumble on ball contact.
- [ ] Camera feel in `ship_camera.gd` — fixed distance/height/FOV today. Speed-based FOV widening, turbo kick, impact shake.
- [ ] Goal celebration sequence: today it's a `print()` and a label scale-pop. Wants an explosion, team-tinted screen flash, camera cut, slow-mo, title card. `HUDController`'s `ResultOverlay` animation is a reasonable template.