🆕 Divide - The Technical Side of Things





Who knew (good looks != stability||performance) ...





I have added a new game mechanic which allows you to calibrate the floor in a Mixed Reality environment. The player simply clicks on the floor to start the experience.

I have placed a convenient marker showing exactly where the experience will be positioned to avoid any clipping with the real environment around.


Start Screen:



It has been quite a while since the last blog post. A lot has changed. How have you been?...

I have made quite a lot of progress on the game and already have all game mechanics working quite stably and smoothly. It is amazing to see your own work come to life in front of your eyes... Especially in Mixed Reality...


Initial Calibration:





I have created a level select system which maps quite well to the ideas I had about the game. Since the game's world has a continuous story I have chosen to have 16 Levels which would be split into 4 Parts.

Lets see what happens when I start thinking about content. ':D


Level Map:





The Level map is an easy to understand representation of the hierarchy of each level. The game loads each level based according to the map allowing for easy content selection.


Teleport:





The blue spheres in the picture above represent the Teleport feature. As with everything in the world they're only visible from the Nature characters perspective. Once near a teleport zone the Bumper can be pressed to teleport between locations.


Shoot:





The Technology Character has a shoot mechanic allowing for long ranged activation. As long as a target is visible they can shoot it to trigger an action.


Reveal:





Reveal is a Nature Character ability tied to the Trigger. Once triggered it can reveal hidden objects in the level which were not visible before.


Fixing Shader Problems:





Shaders and the different "Perspective" idea have been a challenge to master. I had a lot of problems for a few weeks solving Stencil Buffer problems and Render Ques but finally managed to get the mechanic working. Working with Unity has always been a challenge but after 4 years of development I have mastered my way around it.


Trigger Objects:





The last mechanic which I tackled was the Technology character's Trigger/Destroy.

When the character enters a destructible zone they can use the Bumper to trigger the object to either get Destroyed or Trigger an action.