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[Released] Superdimensional - Ludum Dare #30

Discussion in 'Made With Unity' started by PixelMind, Sep 18, 2014.

  1. PixelMind

    PixelMind

    Joined:
    Aug 16, 2013
    Posts:
    101


    Check out the game I made for Ludum Dare #30. It ended up winning the 48h compo category!
    The theme was "connected worlds".

    Its a bit of difficult to explain what it is exactly. The idea however is to navigate through overlapping worlds using your mouse. No keyboard needed.

    I also wrote a blog post of how the rendering was setup.
    You can read it here
     
    Ga2Z, fffMalzbier and kambruster like this.
  2. tatelax

    tatelax

    Joined:
    Feb 4, 2010
    Posts:
    1,167
    Played the game yesterday. Really really neat concept. Good job!
     
  3. joni-giuro

    joni-giuro

    Joined:
    Nov 21, 2013
    Posts:
    435
    Awesome concept! Love the art direction as well. How did you manage the interaction between the different worlds?
     
  4. Realsmile

    Realsmile

    Joined:
    Sep 2, 2014
    Posts:
    8
    Congratulations, very nice usage and thanks for your blog entry!
     
  5. TheValar

    TheValar

    Joined:
    Nov 12, 2012
    Posts:
    760
    Very cool game and great blog entry! The multi-camera depth-mask technique you used is pretty much how I did the dynamic split screen camera in my current project!

    I have a couple questions if you have the time.

    1) how did you handle the "player" collisions? My guess is that you had 3 separate objects and had only one active at a time depending on what world was being rendered at it's position. The other objects would have there collision and movement disabled and simply follow the position of the activate one. Am I close?

    2) Really loved the art! What was your workflow?

    Anyway huge congrats on the win! It's unbelievable that this was done in such a short time
     
  6. PixelMind

    PixelMind

    Joined:
    Aug 16, 2013
    Posts:
    101
    Glad you liked it!

    1) For collisions I simply had player character raycast to current mouse position and then change the character's collision layer accordingly. So for example if the raycast from mouse to the ball hit world1 teleport then I'd swap its collision layer to world1. I also set each layer to ignore all the other layers. So now that the player was using world1 layer, it would completely ignore all the other layers.
    Of course it would not work properly when the player is half way between two worlds but it was pretty rare corner case I simply ignored.

    2) Art process was really basic. It was nothing special really. I simply modeled 15 or so rock silhouettes and re-used them everywhere. I didn't use any lights except for ambient light which gave me the flat look.
     
  7. TheValar

    TheValar

    Joined:
    Nov 12, 2012
    Posts:
    760
    Thanks a ton for sharing! collision solution is very nice, seems obvious after you explain it lol