Congrats for the 3rd place, this is a genius game, I really felt inteligent playing it! The puzzle are pretty intutive but they still feel incredible to complete. The visual effect and music are trully wonderful. Wow!
But, as a Unity developer, I feel like I've just received another puzzle. How does door masking work? It's similar to masking in 2D, but how is it possible in 3D? Could you provide me some hint, keyword or asset. Really curious how does that work! What a difficult puzzle! xD
Thank you for playing! Idea behind door masking is pretty simple. As I mentioned in one of the jam submission comments - feature that is used here called "Stencil buffer". It's not unity exclusive, but exists in pretty much all rendering apis. Main idea is straightforward, but it took some time to figure out a way to make the effect work as it should have
I'm playing with the Stencil buffer but couldn't manage to render the overlap world. I have world A and a door that connects to world B, I can clearly see what is in world B through the door, but I am unable to see any additional doors in world B. I don't think I set the comp and layer assignments correctly.
Following to the attached image, I set the white world as layer 1, which has a comp GE value. 1. Green world with comp equal value. 2. Red world with comp LE value 3. It appears that the green world constantly renders over the other world, I can see the green world through the red world, but not vice versa.
Do I need to assign a layer to the door, or is something wrong with the shader? I currently have no idea how to solve this. Would you be able to provide the asset or show a tutorial on how you make the main menu scene?
We intend to continue working on this project, maybe turn it into full steam release. You can follow us in Twitter X, it's empty for now, but we will definitely post some devlogs there, including that mechanic
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Congrats for the 3rd place, this is a genius game, I really felt inteligent playing it! The puzzle are pretty intutive but they still feel incredible to complete. The visual effect and music are trully wonderful. Wow!
I completed it! It's truly a potential game.
But, as a Unity developer, I feel like I've just received another puzzle. How does door masking work? It's similar to masking in 2D, but how is it possible in 3D? Could you provide me some hint, keyword or asset. Really curious how does that work! What a difficult puzzle! xD
Thank you for playing! Idea behind door masking is pretty simple. As I mentioned in one of the jam submission comments - feature that is used here called "Stencil buffer". It's not unity exclusive, but exists in pretty much all rendering apis. Main idea is straightforward, but it took some time to figure out a way to make the effect work as it should have
You can follow us on twitter to learn more: https://twitter.com/AuteamP
I'm playing with the Stencil buffer but couldn't manage to render the overlap world. I have world A and a door that connects to world B, I can clearly see what is in world B through the door, but I am unable to see any additional doors in world B. I don't think I set the comp and layer assignments correctly.
Following to the attached image, I set the white world as layer 1, which has a comp GE value. 1. Green world with comp equal value. 2. Red world with comp LE value 3. It appears that the green world constantly renders over the other world, I can see the green world through the red world, but not vice versa.
Do I need to assign a layer to the door, or is something wrong with the shader? I currently have no idea how to solve this. Would you be able to provide the asset or show a tutorial on how you make the main menu scene?
We intend to continue working on this project, maybe turn it into full steam release. You can follow us in
TwitterX, it's empty for now, but we will definitely post some devlogs there, including that mechanicalso, the text does not work properly looks like blind people text
got stuck on the wooden floor where it makes the nooks sound when you walk couldn't figure anywhere to go from there )":