How I made a light arrow
My game Forestless has a ranged combat system with a light arrow, which I made a year before I started developing the game itself. I did it then for the sake of experiment and portfolio.
I was inspired by the idea of the arrow of Yonda Udonta from Guardians of the Galaxy.
I like this kind of combat system because it was well managed to bring it to a high level of abstraction. That is, you don't have to worry about changing the animations of enemies and the hero during the battle. In addition, this arrow is like an additional companion that follows the player and illuminates everything nearby. Plus aesthetics).
I made the arrow itself based on the redesigned ProjectileMovementComponent, I changed its motion logic by integrating Verlet so that the speed depends on the angle of rotation.
https://youtu.be/cPVqQpg2ufU - the first prototype of the light arrow 2 years before the start of work on Forestless.
https://youtu.be/blAXPRw-56E - the second updated prototype with a target selection system for guidance. After about a few months. Such a project was used to work at the university.
I am very glad that I figured out how to apply such a system in my game. I thought that the prototype would help with an internship at a large gaming company, but unfortunately it didn't work out. I don't know why, maybe because of geolocation or because too much is expected of interns. I just saw a few posts where Middle-level employees said in LinkedIn posts that they couldn't enroll in an internship at their own company due to a lack of skills. It's just awesome!