Been implementing and testing shapecast-based attacks today, for general ranged attacks.
Sprites are placeholder for now, but it's going well!
This will be how the attacks for the Ghoul Anglers operate, though i am wondering how it'll work for balancing considerations.
Attacks don't really have any kind of tracking, and that's not likely to change, but i suppose it shouldn't be needed too badly.
My only concern at the moment is if strange things happen to the effects when you dodge the thing, like it snapping to your character as you cross into the line of sight.
Might also consider varying the speed of animations depending on the distance, but that could be a whole other can of worms.
Was talking with a friend as well, and i think i might reuse a variation of this placeholder for force/motion/wind magic.