Skip to main content

Gameplay Mechanics 3 - Stacking

The red beacon allows you to move stacks of objects easily. Say you have a stack of objects. This stack can be there already, or you could create one by summoning boxes on top of each other. Start by marking the top box with your red beacon.  

Now when you summon the highlighted cube, the red beacon that was attached to it will fall on the box right below it, automatically marking it red.

Now you can continue the cycle and summon the second box again. That in turn highlights the box under it. 

When you summon the last box, since there are no boxes under it, the mark will remain on the box you just summoned. 

This mechanic allows you transport structures quickly. Notice also how the boxes emerge aligned on the other end. Whenever you summon a box over another box, it automatically aligns. This enables you to create more stable structures. 


Popular posts from this blog

Painterly Shader with GLSL

Besides all the regular fancy shaders you would normally find (reflections, normal mapping...) the demo features one advanced fullscreen shader to produce the painterly effect. Its different from the usual cel-shading techniques because it doesn't rely on silhouettes or a different lighting model to produce the effect. Instead, the shader utilizes a brush pass ( the scene re-rendered with a brush texture applied to everything) and the depth pass, alongsde the main color pass to distort the image in a specific way. The brush pass is used to define the magnitude of the distortion, and some math applied to the depth pass to define the direction of the distortion.

Its useful to note that the main color pass is rendered completely normally, the lighting is baked from Maya into the textures, and shaders are applied normally for reflections and normal mapping.Below are screenshots of the passes with a brief explanation of how it works.

1. The brush pass. The color value decides the distort…

Q Trailer

Q is an actiony puzzler game for tablets (currently just iPads, 2 and above recommended). It was made with UDK. Here is the trailer...
(I'll post some info about the gameplay and puzzles soon)

The team: Hosni Auji, Andrew Kalu (music), and me.

Concept Art for New Puzzler

Some concept art for Zero Age.