I don't honestly know how to play it either, I just draw flowers and let it run. I'm glad you enjoyed it a little bit, though!
bloopyturtle
Creator of
Recent community posts
Thanks for trying it out! Sorry, you're right that the instructions aren't very clear. I'll update the page to clarify a bit. There's one guy hidden towards the upper left of the map who'll explain your objective and what little lore there is, but he's a fair ways away from the starting point. The three skills are unlocked as you level up (done via the menu) and their icons appear towards the bottom of the screen once you have access to them.
It's done! The ending sequence, an abomination and affront to all things good and fluffy:
(I do feel like this is not what coroutines were meant for. I don't know if that's true, but it feels that way.)
In English terms, it's making some stuff invisible, turning off the player's movement ability, moving the player to a set location, and then making some other stuff visible. It's funny because most every other script in the project is generic enough to apply to any situation - all of the interactables function essentially the same way, with a couple of minor exceptions - except for this one giant monstrosity of a coroutine. I'm sure there's some way to make it generic as well, but it's a bit beyond me as things are.
So originally, fade-ins were being done by setting objects to active, setting the material's alpha to transparent, and then slowly changing that to opaque. It was probably super super costly, particularly since there were frequently about twenty objects doing that at the same time and that meant lighting couldn't be kept constant, but we kept it in because we didn't know of any alternatives.
But those dark days are behind us. Now featuring: camera tricks!
two separate cameras + culling masks + one canvas set to overlay camera
I feel like a magician pulling rabbits out of a hat.
First Playable
I made a smoother fade in to replace instantiating/setting active objects. The default Unity transparent/fade material shaders look pretty bad for that, in that everything looks like glass even when you scale the opacity up to full, but luckily this very nice person made a shader that actually supports fading from transparent to opaque. So now you look around at suspicious objects and the room sort of comes into existence around you. There's no significance to any of the objects or their sequence yet.
Here's a video made in Unity. In this video the room's creation is triggered by pressing F, but in the Cardboard build it's done by actually looking at specific objects. I attempted to demonstrate this by manually moving the camera in the build.