add a vfx for dead ennemies and for exploded rock and for resource recolted on fleet #152

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opened 2026-08-29 12:03:38 +00:00 by metaheavens · 1 comment
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Done in 7489528 - though not as the ticket expected, and the finding is the interesting part.

All three effects already existed and were already wired. Enemy death spawns EnemyExplosionVFX, a shattering rock spawns AsteroidExplosionVFX, and ore reaching the hold spawns ResourcePickupVFX with a rising "+N" in the resource's own colour.

What actually happened is #130. Giving a lost vessel thirty particles and a 120-unit shockwave left everything else in the game visibly smaller by comparison - an enemy kill, the thing the player is being rewarded for, and a broken rock, the thing they do more than anything else, were both still on or near the base class's twelve-particle default with no shockwave at all. They were not missing; they were being drowned out.

So this is about proportion rather than about adding anything, and proportion is what the test checks: a lost vessel outweighs a kill, a kill outweighs a rock, and nothing sits on the base defaults. Particles now run 38 > 32 > 24 against a default of 12, and all three carry a shockwave - the rock's is dust-coloured rather than a flash, since it is matter and not light.

Numbers can be rebalanced freely; an ordering that says a rock outweighs a battleship is a bug, and that is what fails the test.

Done in `7489528` - though not as the ticket expected, and the finding is the interesting part. **All three effects already existed and were already wired.** Enemy death spawns `EnemyExplosionVFX`, a shattering rock spawns `AsteroidExplosionVFX`, and ore reaching the hold spawns `ResourcePickupVFX` with a rising "+N" in the resource's own colour. What actually happened is #130. Giving a lost *vessel* thirty particles and a 120-unit shockwave left everything else in the game visibly smaller by comparison - an enemy kill, the thing the player is being rewarded for, and a broken rock, the thing they do more than anything else, were both still on or near the base class's **twelve-particle default with no shockwave at all**. They were not missing; they were being drowned out. So this is about proportion rather than about adding anything, and proportion is what the test checks: a lost vessel outweighs a kill, a kill outweighs a rock, and nothing sits on the base defaults. Particles now run **38 > 32 > 24** against a default of 12, and all three carry a shockwave - the rock's is dust-coloured rather than a flash, since it is matter and not light. Numbers can be rebalanced freely; an *ordering* that says a rock outweighs a battleship is a bug, and that is what fails the test.
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metaheavens/spaceship#152
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