---
# System prepended metadata

title: Purgatory Visuals
tags: [purgatory]

---

{%hackmd @themes/dracula %}
# Purgatory Visuals
Notes about the visuals of the game.

## The Janitor
While the game is a first person game, there will be a model for the Janitor himself. It should look kind of like a PS1 model, so pretty simple.

## Katana 3.0
- [ ] Janitor charm on the handle.

## The Bullets
The bullet will be a billboarded Sprite3D color-coded after the infusion it has.

- [ ] Light/Emission.

## Particles/Effects:
- [ ] Cold mist for Freeze
- [ ] Electricity for Shock
- [ ] Spinning question marks for Confusion

## Shuriken Sidearm
Improve the katana.

- [ ] Add decorations. Potentially color around its edges. This color should be able to change colors based on which elemental modifier you have equipped.
- [ ] Infusions should have particles applied, same as the bullet ones.
- [ ] Trail when you throw it
- [ ] Particle sparks when it hits something
- [ ] Potentially a specific particle for critical hits?

## Camera
There should be indicators for getting hit and being influenced by a status.
Hit example: if hit from behind the lower part of the screen turns red, repeat for each direction.

Status example: If chilled the sides of the screen should be ice-blue, maybe some frost particles or something.

## Viewport arms
Much to my dismay, humans have arms, and a floating sword with sidearms popping in from the middle of the screen doesn't look "satisfying".

### Model
Finish the arms model.

- [ ] Make the arm part look more like a jacket
- [ ] Paint it
- [ ] Rig it

### Animations
Every weapon and sidearm should have animations made in Blender.

#### Katana

One for each attack. Name them the same thing that they are currently called for maximum compatibility.

#### Shuriken
Two variations of the throw.

- [ ] One starting from the middle and going outwards
- [ ] One starting from the top-right and going diagonally down

#### Energy Grenade
A throw animation.

## UI
Keep it simple for now. Trix ~~might~~ will help out with a design someday.

#### Now:

- [x] Battery numerical value
- [x] Bullet Curtain numerical value
- [ ] Basic indicator for Shadowstep/DoubleJump
- [ ] Basic indicator for status

#### Future:
- [ ] Battery meter and numerical value
- [ ] Bullet Curtain meter and numerical value
- [ ] Shadowstep indicator. Should be a TextureProgress so it can be visualized when on cooldown.
- [ ] Double jump indicator. Should turn red when you double jump, otherwise the normal color.
- [ ] Status indicator. Similar to Shadowstep, it should be a TextureProgress.

## Pause Menu
#### Buttons:
- Continue
- Restart Mission
- Return to HQ
- Options
- Quit to Title


#### Other
- Should show current mission stats.
- Time
- Secrets Found

#### If you're doing a challenge, it should show the challenge requirements.
- Challenge Name
- List of Conditions