Divine light beam attack
- Problem
- Unity's built-in particle system felt too flat for a big, high-impact attack.
- What I did
- Built the beam from a Line Renderer with additive blending, a warning circle on the ground before it strikes, a 2D point light that lights up nearby enemies and terrain, plus a short screen flash and camera shake.
- Why
- The warning circle tells the player where the beam will land, and the light, flash and shake make the hit feel powerful.
- Result
- How did it turn out? What did players or testers say? Anything you would change?