6.2.48


Devlog: X-Buster & Hot Footed

Two new shrine upgrades are in the run pool — both wired through PlayerRuntimeAuras on the character, so VFX and gameplay stay on the prefab until you actually pick them up.

X-Buster

What it does: Unlocks a charge shot that runs on its own loop. While it’s active, a charge particle on the character ramps up (simulation speed goes from slow to fast). When the bar “fills,” it fires a release effect from the pool — aimed with the same auto-target logic as normal attacks — then starts charging again.

First pick: Turns on BusterXChargeEffect (it’s disabled in the scene until you take the upgrade).

Stacks: Only shorten time to full charge. Each extra X-Buster chip multiplies charge duration (about 8% faster per stack, with a minimum cap). The charge VFX tuning on the prefab stays the same; progression only changes how long you wait between blasts.

Feel: Early picks are a slow, heavy payoff. Stack it and the loop gets snappier without changing the visual ramp on the effect itself.

Hot Footed

What it does: A burning ring at your feet. Enemies inside take periodic AoE damage (crits, execution, siphon, splash hooks — same family as Scorched Radius). The fire particle and damage sphere live on one HotFooted child object.

First pick: Activates the HotFooted root, starts the ground fire VFX, and begins overlap ticks.

Stacks: Grow the footprint and hurt together:

  • Sphere collider radius scales up
  • Particle shape radius scales up (from prefab baselines, not transform scale)
  • Emission rate scales with size so the fire still looks full

Stack 1 size comes from what’s authored on the HotFooted prefab (collider + shape radius). Extra stacks add radius per pick on top of that baseline.

Architecture note: Hot Footed shares the aura hub with flame, thorns, buzzsaw, and Scorched — one component, one inspector slot for the HotFooted object, components resolved at runtime.

Files

UberloopWeb.zip Play in browser
10 days ago

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