Cryptic spren done, Lightweaving is done (ish)
Update since a couple weeks ago: I have now, officially, finished up the Cryptic! Or at least the aesthetic for them.

Meet the non-binary Cryptic I’m calling
Z.Z Celia, non-binary because while
designing them I had a fairly hard
time ascribing a concrete sense of human
identity to this jumble of math.
What do the Zs mean?
Each one also means Z.Z Celia, making
the name a recursive acronym.

And the name is based off the Mandelbrot
fractal, which was used in their shader equation.
The Z’s together represent the first part
of the equation, and Celia is just a name that
shares the same letter as the constant C in the
equation.
So, the mathematically gifted of you might have
noticed: Hey, the spren in the screenshot
above isn’t the Mandelbrot set fractal, it’s a
Julia set Fractal!
Kudos if you spotted that off my blurry
screenshot somehow. Z.Z Celia is rendered using
the Julia set fractal, not the Mandelbrot because
the Julia set fractal can be animated in a way
that doesn’t increase computation cost as it
runs, unlike a Mandelbrot zoom that gets more
complex with higher zooms (Also, Julia sets tend
to look more tendril-ly)
And I say rendered because the spren in-game is not a gif, it’s a custom fractal shader that generates the Julia set procedurally.
Is it efficient?
Hell no, the performance is
magnitudes worse than displaying a gif.
Is it better looking?
Probably not, using
animation frames would let us use higher
definition images for cheaper.
But is it accurate to the books to do it like this?
Yup and that’s the one single benefit.
This animation might be single-handedly
tanking the performance of the game by itself,
but Z.Z Celia is an entity of pure math, just
like a real Cryptic.
What else, what else…

Illumination prototype is coming along well. Currently, the Lightweaving dummy (left) is rendered live based on what pose the player is in when the player creates the dummy, just like a real Lightweaving.
The real player (right) then becomes invisible, currently represented by the slight transparency.
The dummy has its own hurtbox and health bar, but since I have not figured out how I’ll do the enemies yet, I can’t use the dummy to ‘draw aggro’ like I intend it to. Similarly, the invisibility isn’t helping our Surgebinder hide from anything, since there’s nothing to hide from.
Anyway, for some TODOs:
- When the enemies are implemented, make them target the dummy and not the player. Maybe, even turn the player to a different layer.
- Add stormlight wisp particle effects when creating the Lightweaving (pending the general necessity to add real art to all my stuff).
- Do some more writing for ZZ.
Until next time, keep creating.