![]() I am so so relieved I'm not streaming this to people right now. I'm an impatient and easily distracted man, but I've been going around in circles for 8 minutes trying to work this out. There are no objects and there's one exit, so how am I screwing this up? It's not due to a lack of trying either. Man I feel like a total idiot for not being able to figure this out. You'd think the exit arrow above the door would have something to do with which path is the dead end, but it seems to be random. ![]() and a Hall 02 with a dead end on the right. I know, I'll get rid of all the cubes I brought in with me so I can come at the puzzle with a clean slate. Right, okay, I'll stop stalling and try to think of something I haven't done yet. Meanwhile songs like Queen's 'Bohemian Rhapsody', Right Said Fred's 'I'm Too Sexy' and The Simpsons' 'Do the Bartman' topped the charts. The biggest video games at the time were titles like Street Fighter II, The Legend of Zelda: A Link to the Past, Super Mario World and Sonic the Hedgehog. ![]() It was a good year for movie spoofs, with The Naked Gun 2½: The Smell of Fear and Hot Shots both making the worldwide top 10, though they were beaten at the cinema by Silence of the Lambs, Robin Hood: Prince of Thieves and Terminator 2. Now I'm trying to think about what I know about 1991. I wonder why they set the game 30 years in the past anyway, it doesn't seem to have any relevance to anything. But hey at least now I know that the year's 1991 at the earliest. Nope, nothing here that seems relevant to my current dilemma of being trapped in a hallway. Only a few though, I won't be going through the whole game. Oh, I should probably warn you that I'll be giving a few of the puzzle solutions away. I mean I hope so, as it'll be a shame if it just repeats the puzzles in the demo over and over. Plus it's got the word 'super' in there, and that's always a plus in my book.Īnyway, I have a vague memory of how the game starts, but I'm sure I'm eventually going to reach some gameplay weirdness I don't expect. It happens sometimes!Ī few years before that demo there was a tech demo, and that had the name Museum of Simulation Technology, but I think the title they went with in the end suits it better. ![]() Maybe the demo was the only good bit and it's all downhill afterwards. Well, that's what I thought at the time anyway, maybe I'll hate it now. I played a demo of this ages ago and made a mental note back then that I should write about the full game sometime, because it's interesting and worthy of attention. Physics can sometimes make the player move back when dropping the object too closeĪll code in this repo is made available through the GPLv3 license.This week on Super Adventures, I'm playing SUPERLI VINAL.Object needs to have the Interactive script, and be on the Interactive layer (all hard coded).The Grabber script handles picking up and releasing the object.If you want to try to use the scripts yourself: Normal FPS movement, left click on the blue bottle to grab it, and left click again to place it on the world. In the test application, open the TestScene, and play it. Overall, it was a nice challenge, even if it has a lot of rough edges. This could be solved if we add some limitations on the existing system, for example, defining that the interactive object has a "master collider" for this, that encompasses the whole object, and we use the Physics.Overlap functions to simulate the sweep test (results would probably be better as well). The reason for this is that Unity apparentely doesn't support swept tests on the rigid body while changing the scale in a single frame, so I have to move the object, scale it, wait a frame, test it, move it a bit more, scale it, etc, etc. When we release it, we have to use a coroutine to split the collision tests in several frames. So, when we grab an object, we put the object as a child of the camera, and scale it based on the original distance. So, I decided to try to implement it for myself, see what it would entail, and these are the results.īasically, the effect uses the scaling elements of the projection matrix to ensure the object stays the same size in the view, even if we put it closer of further away. ![]() I saw this video of the game Superliminal ( ), and I thought the effect was brilliant. ![]()
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