Update 0.12.0 - Devlog 12 - Blood Decal
- Developer
- Mar 21
- 2 min read
Since the last devlog, did a bit of experimenting with the blood effects and blood decals.
To be honest, its not as good as I wanted. Becuase the blood decal uses a projection system via sprites, its shapes are largely predefined.
Thought the nice thing about it is that it can wrap around objects, which is pretty cool and can project on character body for body blood effects too.
Hoever, because it sprite based, this make it so that all blood splashes looks the same, which is not really want I wanted as a slash blood splash should be different from a bash blood splash and/or a fall blood splash.
I could uses variations for sprites or thinking a particle system might work better but this will take time to experimenting to get it right. And right now, I don't really want to spend time on this just yet. Got more other important stuff to work on. So I might leave it at this for now.
Got another sad news is that now that I start to look back at updating the npc combot behaviour, I just found out that on Feb, Unity layoff the staff that is working on the new experimental behaviour graph system.
This is quite a shock as through my testing the behaviour graph system is quite good and light weight enough for my use case. Sad to see the support been stop or atleast paused for now.

I will probably continue to use this a bit more and wait to see any update. Otherwise might have to move to a different behaviour system in the future which will waste bit more time to rework the system.
On the plus note, I had offically move into the npc combat behaviour phase of update 12, next couples thing to implement include blocking system which is the combat feature that is long overdue.
After that can pretty much wrap up the combat update 12 and start move into update 13 of my roadmap.
