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PROJECT ASCENSION - manipulate architecture by shooting light

Discussion in 'Works In Progress - Archive' started by EMOTION-THEORY, Sep 29, 2015.

  1. EMOTION-THEORY

    EMOTION-THEORY

    Joined:
    Jul 16, 2013
    Posts:
    81
    PROJECT ASCENSION
    ~A puzzle adventure game about transcendence and the power to manipulate architecture~






    Developed by: Adam Thompson of EMOTION THEORY

    Links: Steam | Blog | Twitter | Facebook | YouTube

    Platforms: PC + Mac + Linux, Others TBA
    Release Date: 2015 (TBA)
    In development since: November 2014
    Engine: Unity 5


    It is my current game project to be released whenever I manage to get it done, on the platforms I manage to get it done for (aiming for Desktops first, Consoles second, and perhaps eventually Mobile).

    You can read more about my thoughts and ambitions for the game in this blog post here, but the gist of it is this:

    I wanted to put my game and level design skills to the test by making (and finishing) a small and simple puzzle game.

    I began work on it in November 2014. It’s almost a year on, and I’ve still so much left to do. It’s one of those things that is much more large and complex than I had originally anticipated, along with the fact that I do this outside of my day job.


    I'll be making updates, so if it interests you, feel free to follow my channels and watch this space


    UPDATES:

    Streamlining controls in Project Ascension
     
    XCO and SAOTA like this.
  2. Patico

    Patico

    Joined:
    May 21, 2013
    Posts:
    886
    Wow! I like it! *THUMBSUP*
     
  3. EMOTION-THEORY

    EMOTION-THEORY

    Joined:
    Jul 16, 2013
    Posts:
    81
    UPDATE

    Streamlining controls in Project Ascension


    Summary:
    When I set out on making this game, I pictured a lite Zelda type game with a stronger focus on puzzles. I began by emulating the first dungeon from Zelda: A Link Between Worlds.



    By having any camera angle that *isn't* top down, and by not having a proper means to actually aim your shots (you would just shoot in the direction you faced), hitting switches to solve puzzles became a little difficult and tedious.

    I needed to re-invent the way the game was controlled and played. It so happened that this re-invention was pretty dramatic, moving completely away from something Zelda like and going into something more in the territory of Monument Valley or Hitman / Lara Croft GO.

    The primary focus on the game was on the theme of ascension and on environmental-shifting puzzles. Since *this* was my focus, and not so much the Zelda-esque adventuring elements, the change in controls felt appropriate, necessary even.



    Full story:
    I wrote a pretty extensive post on it here.
     
    Last edited: Oct 1, 2015
  4. DxStd_IgnatPribylov

    DxStd_IgnatPribylov

    Joined:
    Sep 24, 2015
    Posts:
    30