The goal of the portal gateway from the main lobby was to create an awesome first impression of the game, as this is players’ entry to each level it is the first thing they will see (and then continue to see often).
(The portal effect seen when travelling between levels. Sequence lasts around a second)
By curving the direction of the particles over time I was able to create the simple but convincing effect of the tunnel bending around in various directions before reaching the destination and spitting the player out.
(The effect seen before entering a portal; A hole is cut in the wall with stenciled rendering)
The portal has a gravitational pull on any nearby players, which was then extended to affect the plantlife (notice the tuft of grass to the left of the portal) – again with the goal of making the world seem more real through interactions and feedback.
And here’s a view of the full interaction:
One of my core focuses while creating Heavy Gullets was polish & good game feel. I wanted to make the world feel really alive by adding reactions to the player in every aspect of it. This began with particle effects, however the aspect I’m most proud of is the plant interaction. If a player or bullet moves through a plant then it rustles and bends away from the collider (all clientside). This is a really simple effect accomplished by lerping the plant’s angle in the direction of the collider’s velocity, with some added squash and stretch to the scaling, but has a has a huge impact on the feel of the game!