My take on it is as follows: When you "build" the content of the picture, the game just loads the 3D-Environment by calculating a specific position and rotation to match the perceived positiion of the contents in the picture. While certainly a genious idea, the calculations themselves shouldn't be too complicated. Imagine it like projecting the picture into the real world. The part that I find way more interesting: When the player takes a picture himself, it becomes a bit more complicated, because you need to figure out what part of the existing 3D-Models were visible in the picture and then you have to modify a copy of them to prevent loading more than was visible on the picture.
Cant remember the last time a game mesmirised me this much. Love the art styles, subtle audio, the picture inception is genius and the transitions are smooth! Would love a live stream of this Tomo
You make everything a building block, like minecraft, then you define how things get to sit on top of each other as building blocks are being placed. The issue comes when big things are being placed as they will need to sit neatly and continue one are into another. But with enough work, voila, this is the result. An amazing game
There are a lot of REAL clever tricks in this game, I'm impressed. Take that polaroid camera, it has to slice the entire world (geometry, colliders, UVs...) along the frustrum boundaries. That means each volume needs in-fill colors defined, ie. they can't be normal game models which are hollow shells. Instantiating the sliced geometry without any noticeable transitions though, then handling physics and any other entity logic instantiation.... it boggles the mind. And that's before you add in the rewind functionality!
I would imagine there's an awful lot of raycasting involved, but it is way above what I understand about coding that's for sure. I'm still struggling with separating one mesh in to two in real-time (a-la revengeance cutting mechanic)
I ONE HUNDRED PERCENT endorse the idea of Tom reviewing games for us. Your voice is soothing, you are not a hype merchant, and you have JUST enough technical knowledge that you are informative without being esoteric. And humourous.
The really impressive part is at 6:58. The new photograph not only seamlessly turns into 3D geometry, but the pre-existing geometry (the bench) is sliced away to make the transition into the new geometry work.
ikr im like 32 n this is possibly best original idea for a game in like a decade tbh.. Also mario 64 was my first ever console and game and this kinda like SM64 HD imo lol :)
The stereo vision would kind of mess up the 2D to 3D transitions; they rely on having a single, very exact viewpoint to be seamless. I guess you could start with a compressed version of the objects and extend them along the camera's z-axis, but it wouldn't look as neat. A cool thing about the effect is that, even after "activating" the photo, you still can't tell for sure whether it's a photo or a 3D scene until you move. With stereo VR, you'd always be able to tell those two apart, even when standing still.
Yeah I love the scribblenauts games love how you just use your imagination and pretty much any thing you can think of suddenly appears by typing it in, I love games like view finder such a clever game with a cool mechanic
The idea of the photo becoming real is fantastic. How it turns to 3D in mono is amazing. Then you walk into different styles of painting. This is stunning and something new. I have watched this with my jaw dropped all the way through. Then the instant camera. I’ve seen so many ‘this is the best ever’ videos to find something just rehashed. But this….
This had me scratching my head for a while to try to figure out how it could be done, at first I thought it was like a ray traced approach where the picture gets projected into the world around it but then there's so many different ways it can behave and you don't know when to stop the projection with that method alone. When the different art styles came into play something clicked, it's easier to imagine the pictures not as 2D images but as 3D boxes that contain that little bit of the world in them. Then, when you put them down, it becomes part of the world and overwrites anything in the way gets removed. That and maybe some other clever tricks would allow most of the behaviour that I've seen up to writing this, super clever nonetheless :)
I was already in awe at the art style and the game mechanics but Hiraya is such a distinctly Filipino and hearing her speak Tagalog just warmed my heart so much 🥹🥹
Immediately stopped watching after you put down the first image and walked through it... to instantly go and buy this game that I had never heard of and play it myself unspoiled! Thanks for showing me this, this is exactly the kind of puzzle game I absolutely love!
when the picture is taken, pre-configured assets are being spawned into the game world, really simple stuff, no idea why people are so mind blown by this
While this game is very impressive, the tech and idea is not really new. For whoever is interested how it works (I'm guessing but I'm pretty sure it works this way). So the first part is camera frustum, Imagine the visible boundings of a camera (four planes) extending to infinity that you don't see because they are at the edge of what is visible. now this frustrum is used as geometry (4 mathematically described planes) to cut geometry. You maybe heard about geometry cutting from BSP or Decals projecting. It basically uses the frustrum planes as a cutter to make holes in the geometry. So you end up with the inside and outside geometry. Youbuse the inside geometry projection for the photo. When you apply the photo, it's the same process but after cutting and deleting the inside, it applys the geometry that was cut earlier in the photo. For the portals the principle is simpler, you have another camera that is synced with your movement ane sits in another place (where you teleport), You use a stencil or a screen mask to render only a portion (circle) of that camera, then apply your your main camera render.
This is the most impressive new game I've seen it quite sometime. The combination of excellent coding for this environment and the imaginative use of perspective is VERY intriguing. I'm gonna go all in on this one. Thanks Tom for the introduction.
I love how simple this is made and how amazed people are by the photo mechanic, although they had experienced before, in a smaller scale though. It' s practically the same mechanic as Minecraft, but instead of spawning just a block, you spawn a whole composition of 3d items. The thing is the spawned objects overlap and erase the ones underneath, which I guess could cause a lot of bugs, but it is perfectly executed!
Seeing this demo gave me both the sense of joy and nostalgia brought by the Portal games and also the Stanley Parable. I can't wait to play it myself but I would also love a Tomo livestream to show us how it's done properly!
I'm so excited for this game. I recently played portal for the first time and that was great so I think this is sort of along the lines of puzzle-ish type game with a really unique feature. It's really rare that a game like this comes out just because everything's been made. They have to get so creative now
The way the viewfinder captures an image was the most interesting part and could possibly be achieved in multiple ways. One way would be to raycast out and detect what is hit and create a photo representation of the data that was hit or perhaps they used a collider which is the size of the viewfinder window and a raycast that detects what is hit and generates a collider to the specific size around the objects that must be copied into the photograph and creates the set piece based on that information. The photo would then just be what was in the viewport at the time the picture was taken which could easily be done with render textures. Basically a rendering of what is seen baked onto a texture.
I never tried indie games up until now and everything in this game gives me so much good vibes and the pastel colour scheme is so soothing and the music is calming and I'll rather play this than any other AAA GAMES OUT THERE
@12feetup so true brother this game is something else it doesn't have the most realistic pc breaking graphics but it does have a artistic style and a character that what make this special too bad AAA developers don't care anymore
This is how I think that works: 1. The photo is being rendered as a fixed crop of the player screen frame, with the player's field of view but cropped. 2. The frustum shape is being used to cut out the geometry of whatever is in that photo. (Including the skybox) 3. When the player places the photo, the original geometry is being deleted with the frustum and then geometry from the photo placed relatively to the player camera position and rotation. 4. The photo disappears. This is how I think this circle shaped screen works: 1. You're sort of at the same time walking with your camera in a parallel 3d scene, which view is being rendered onto the circle screen. 2. After you press to teleport and after the camera aligns perfectly, it takes a snapshot of what you see. 3. It loads the parallel scene as your main scene, renders it and shows it masked out with expanding circle with the old snapshot in the background. (That's why all the animations just stop.)
Don't worry if your stats show people cutting off watching part way through the video. It's because you've convinced us to buy it and we don't want any more spoilers!!! It's looks amazing and I love the review even if I forced myself to stop 1/3 of the way through. I already feel I know too much and want to save some surprises for myself. Phillip.
2:37 Believe it or not but this is just a simple optical trick. The "photo level" was already loaded when it's in front of you, but the perspective makes it looks like a flat plane. You can tell by looking at the sun's direction inside the photo, it doesn't match the "outside" lighting. Although not hard to do, it's still a very nice effect!
When I heard of the name “Hiraya,” I immediately thought she’s gonna be Filipino. Then when Hiraya said “Ang ganda!” (It’s beautiful) my heart just melted. This game is so calming and the fact that there’s a Filipino character makes it even more beautiful.
How hard can it be? You always place the new object group at the center and same distance from the camera with the right lighting (the lighting in this game is rigid at places like this, meaning that it is probably just a single light coming from upstairs or a few HDRI rings around the scene). Whenever you place that object, it will always look exactly the same due to the same lighting and the same angle of the camera. So now you can make a picture of that group and that is what you can now seamlessly hold in front of that object and remove whenever you want it. As soon as you start to move you realize it is no longer a picture but a solid group of objects instead. Done cleverly but nothing special as in: "How is it even possible"?
12:23 I don't know if it's the same team, but this exact mechanic was supposed to be exactly what portal two was, and apparently it was pretty deep in development before play testing made them scrap it as a portal game because "it didn't feel like portal"
Here is how you code soemthing like this. When the dev takes the pic, the dev also writes down the distance, and angle of the object infront. Then when you place the pic back, you put the object back in that position.., easy to do.
The poweup you grabbed at 13:27 is an actual power up where you can jump higher. This way you could also just crab the battery if you dont want to take another photo of it
I just realised something about the game. The sunlight angle shadows on the objects you bring from photos doesn't change. I am imagine a bridge which is lit and you turn it upside down. The new bridge now will be lit at the bottom.
It's a game, everything is possible in a game. The idea is pretty creative but programming wise there's nothing that tricky. The 3D objects of every image are read-made 3D object groups that can be placed somewhere in the world and portals are all over the place in almost any modern 3D game, though often not visible as portals (usually you use portals to hide transitions).
For those who are wondering about the VR version, here's what the developers told us: “We did some prototyping of a VR version a while back - it was interesting, but there’s definitely some challenges to solve with things like forced perspective,” Sad Owl Studios developer Jacob Keane tells Road to VR. “It’s likely if we do a VR version it’ll be a slightly different game, similar to how SUPERHOT and SUPERHOT VR are different games, rather than a straight port.”
Little Easter egg you missed you should definitely try. If you go back to the area at 5:30, try layering the image of the board exactly on top of it at the same angle and spot several times. Won't spoil what it does.
I'm not easily impressed. But this was experiencing videogames for the first time! Man, I remember what a nightmare was to subtract a 3d shape by using another 3d shape... and this game uses a picture to subtract from literally anything!!!
I understood how I'd make this up until you were talking your own photos. If you have a set perspective on an image, like you do with the pictures you pick up, then it's easy to line up a model in the same perspective and place it in the world when the player places it. As you spawn in the model in the picture you would also delete the image the player is holding and delete any parts of models in the world. With that in mind I think they must be drawing a rectangular pyramid from the players view point out across the world and copying all the geometry that occurs within that pyramid when the player takes a photo. The photo is as simple as a screenshot. Then they can place that geometry down again when the player places the object and the game likely creates a pyramid from the players view again that deletes the previous models that were in the view before placing the saved geometry. It means all the models must have a way to be cut without bugging out. I think it also explains why the level is so empty in the background - if you had a floor, it would need to copy that every time too.
Drop a like for the algorithm and subscribe if you want to see more when the full game releases! 👍
My take on it is as follows: When you "build" the content of the picture, the game just loads the 3D-Environment by calculating a specific position and rotation to match the perceived positiion of the contents in the picture. While certainly a genious idea, the calculations themselves shouldn't be too complicated. Imagine it like projecting the picture into the real world. The part that I find way more interesting: When the player takes a picture himself, it becomes a bit more complicated, because you need to figure out what part of the existing 3D-Models were visible in the picture and then you have to modify a copy of them to prevent loading more than was visible on the picture.
just wait a while and GMTK will probably have a video on it, trust me.
This game is so pretty and fun.
5:36 100% Get it on release time pls.. Beat the algorithms, Your channel hardly shows on my general wall and I am all bells ticked
we had this when i was a kid mario 64 did this first 😉 lol jk looks cool
Tom walkin onto that bridge 3 times and that perfect cut at the 3rd one had me crying lollll😂😂😂
It was brilliant. 😂
Bro 😂😂😂
lmao😂
It was SORT OF inevitable, but also not. Therefore, even funnier when it happened. 🤣
Cant remember the last time a game mesmirised me this much. Love the art styles, subtle audio, the picture inception is genius and the transitions are smooth! Would love a live stream of this Tomo
It really is something!
The feature with the images never, ever gets old. Always jaw dropping
Easily one of the cleverest features I’ve seen in a game will definitely wish list this game!
@@therunawaykid6523 - If you like the way it's used in this game, check out Moncage.
2:33 aaand wow, that is just bloody awesome. As a coder myself I can't even begin to understand how they put this together.
You make everything a building block, like minecraft, then you define how things get to sit on top of each other as building blocks are being placed. The issue comes when big things are being placed as they will need to sit neatly and continue one are into another. But with enough work, voila, this is the result. An amazing game
3D models?
There are a lot of REAL clever tricks in this game, I'm impressed. Take that polaroid camera, it has to slice the entire world (geometry, colliders, UVs...) along the frustrum boundaries. That means each volume needs in-fill colors defined, ie. they can't be normal game models which are hollow shells. Instantiating the sliced geometry without any noticeable transitions though, then handling physics and any other entity logic instantiation.... it boggles the mind. And that's before you add in the rewind functionality!
The last ratchet and clank game had a similar portal transition. Very cool
I would imagine there's an awful lot of raycasting involved, but it is way above what I understand about coding that's for sure. I'm still struggling with separating one mesh in to two in real-time (a-la revengeance cutting mechanic)
I ONE HUNDRED PERCENT endorse the idea of Tom reviewing games for us. Your voice is soothing, you are not a hype merchant, and you have JUST enough technical knowledge that you are informative without being esoteric. And humourous.
The really impressive part is at 6:58. The new photograph not only seamlessly turns into 3D geometry, but the pre-existing geometry (the bench) is sliced away to make the transition into the new geometry work.
I can't remember the last time a game had me speechless! Cant wait to see the full game!
Will definitely wish list this, such a clever game that plays with your mind
ikr im like 32 n this is possibly best original idea for a game in like a decade tbh.. Also mario 64 was my first ever console and game and this kinda like SM64 HD imo lol :)
This game would be nice in VR
Wait how would that work? Maybe if the pictures shifted from 2d to 3d with an effect.
Agreed. This looks like Quest graphics anyway.
Perhaps it will be ported in the near future.
The stereo vision would kind of mess up the 2D to 3D transitions; they rely on having a single, very exact viewpoint to be seamless.
I guess you could start with a compressed version of the objects and extend them along the camera's z-axis, but it wouldn't look as neat. A cool thing about the effect is that, even after "activating" the photo, you still can't tell for sure whether it's a photo or a 3D scene until you move. With stereo VR, you'd always be able to tell those two apart, even when standing still.
@@RFC3514 Party pooper
was thinking the same thing
Gave me huge Scribblenauts (esque) vibes. I feel like this game is making a new staple in video game development. Such an incredible, unique mechanic.
Yeah I love the scribblenauts games love how you just use your imagination and pretty much any thing you can think of suddenly appears by typing it in, I love games like view finder such a clever game with a cool mechanic
Gave me an Unfinished Swan kinda Vibe. Game looks hella cool
The idea of the photo becoming real is fantastic. How it turns to 3D in mono is amazing. Then you walk into different styles of painting. This is stunning and something new. I have watched this with my jaw dropped all the way through. Then the instant camera. I’ve seen so many ‘this is the best ever’ videos to find something just rehashed. But this….
Gameplay innovation like this is so rare. Definitely on the level of Portal and Braid.
Yes, Braid need to mentioned here I agree.
This had me scratching my head for a while to try to figure out how it could be done, at first I thought it was like a ray traced approach where the picture gets projected into the world around it but then there's so many different ways it can behave and you don't know when to stop the projection with that method alone. When the different art styles came into play something clicked, it's easier to imagine the pictures not as 2D images but as 3D boxes that contain that little bit of the world in them. Then, when you put them down, it becomes part of the world and overwrites anything in the way gets removed.
That and maybe some other clever tricks would allow most of the behaviour that I've seen up to writing this, super clever nonetheless :)
from the demo alone, this appears to be better at breaking peoples brains than Superliminal. can't wait for full game, immediate wishlist
Dr Glenn Pierce is still irreplaceable.
I was already in awe at the art style and the game mechanics but Hiraya is such a distinctly Filipino and hearing her speak Tagalog just warmed my heart so much 🥹🥹
Yeah! I was like "Did she just speak Tagalog?" And had to rewind to confirm, then it hit me that her name is Hiraya. Haha.
Immediately stopped watching after you put down the first image and walked through it... to instantly go and buy this game that I had never heard of and play it myself unspoiled!
Thanks for showing me this, this is exactly the kind of puzzle game I absolutely love!
"Such a programming flex" Love it!
when the picture is taken, pre-configured assets are being spawned into the game world, really simple stuff, no idea why people are so mind blown by this
It definitely feels closer to Superliminal than portal imo, the whole chill/jazz aspect with light lore and creative mechanics that keep evolving
The comment I was looking for! Definitely gives me superliminal vibes.
While this game is very impressive, the tech and idea is not really new. For whoever is interested how it works (I'm guessing but I'm pretty sure it works this way).
So the first part is camera frustum, Imagine the visible boundings of a camera (four planes) extending to infinity that you don't see because they are at the edge of what is visible. now this frustrum is used as geometry (4 mathematically described planes) to cut geometry. You maybe heard about geometry cutting from BSP or Decals projecting. It basically uses the frustrum planes as a cutter to make holes in the geometry. So you end up with the inside and outside geometry. Youbuse the inside geometry projection for the photo. When you apply the photo, it's the same process but after cutting and deleting the inside, it applys the geometry that was cut earlier in the photo.
For the portals the principle is simpler, you have another camera that is synced with your movement ane sits in another place (where you teleport), You use a stencil or a screen mask to render only a portion (circle) of that camera, then apply your your main camera render.
This is the most impressive new game I've seen it quite sometime. The combination of excellent coding for this environment and the imaginative use of perspective is VERY intriguing. I'm gonna go all in on this one. Thanks Tom for the introduction.
Loved your video man. Wow This game is incredible. The mechanics are fantastic. I recently finished it and I really enjoyed it
7:55 wow, I just sniffed the sweet flower scent from my garden when you picked up that one.
This game looks absolutely nuts. The people who made this game are geniuses
For an indie game studio its awesome. I've been waiting for this game since the first trailer came out.
This is definitely one of the games of all time
How did this start and why doesn't it end
@@kastorious That's definitely one of the questions of all time
@@pizza70123 😣
This hurts my head
Surely this is getting old now?
I love how simple this is made and how amazed people are by the photo mechanic, although they had experienced before, in a smaller scale though. It' s practically the same mechanic as Minecraft, but instead of spawning just a block, you spawn a whole composition of 3d items. The thing is the spawned objects overlap and erase the ones underneath, which I guess could cause a lot of bugs, but it is perfectly executed!
Wow! This game looks amazing. And the transition thru the pictures and teleporters are impeccable!
Yeah it’s really clever will definitely play this game myself
As a former level designer this even blows my mind this is amazing❤
this is like the developers watched Corridor's Photoreal video and improved the idea into full new concept, it's so awesome!
Seeing this demo gave me both the sense of joy and nostalgia brought by the Portal games and also the Stanley Parable. I can't wait to play it myself but I would also love a Tomo livestream to show us how it's done properly!
Same. And The Witness.
Imagine what the Devs of this and the devs of superliminal could make if they worked together 🤯
I think if they got together, the universe might implode.
I think the transition is a portal sitting in the kiosk that enlarges and moves toward you, enveloping you to bring you to the next stage.
I'm so excited for this game. I recently played portal for the first time and that was great so I think this is sort of along the lines of puzzle-ish type game with a really unique feature. It's really rare that a game like this comes out just because everything's been made. They have to get so creative now
You need to play Braid as well!
The art direction and music is next level. An indie GOTY?!
Wow, this game is amazing. The ambient music is so relaxing too.
This is so unique! More as it comes, please!
This looks to be a fascinating casual type game! It really is an outside the box bit of thinking! Thanks for sharing.
The way the viewfinder captures an image was the most interesting part and could possibly be achieved in multiple ways. One way would be to raycast out and detect what is hit and create a photo representation of the data that was hit or perhaps they used a collider which is the size of the viewfinder window and a raycast that detects what is hit and generates a collider to the specific size around the objects that must be copied into the photograph and creates the set piece based on that information. The photo would then just be what was in the viewport at the time the picture was taken which could easily be done with render textures. Basically a rendering of what is seen baked onto a texture.
I never tried indie games up until now and everything in this game gives me so much good vibes and the pastel colour scheme is so soothing and the music is calming and I'll rather play this than any other AAA GAMES OUT THERE
@12feetup so true brother this game is something else it doesn't have the most realistic pc breaking graphics but it does have a artistic style and a character that what make this special too bad AAA developers don't care anymore
I love it when a review tells you when a game's coming out but not which systems it's on or which subscriptions include it
One quick Google search my friend
This is how I think that works:
1. The photo is being rendered as a fixed crop of the player screen frame, with the player's field of view but cropped.
2. The frustum shape is being used to cut out the geometry of whatever is in that photo. (Including the skybox)
3. When the player places the photo, the original geometry is being deleted with the frustum and then geometry from the photo placed relatively to the player camera position and rotation.
4. The photo disappears.
This is how I think this circle shaped screen works:
1. You're sort of at the same time walking with your camera in a parallel 3d scene, which view is being rendered onto the circle screen.
2. After you press to teleport and after the camera aligns perfectly, it takes a snapshot of what you see.
3. It loads the parallel scene as your main scene, renders it and shows it masked out with expanding circle with the old snapshot in the background. (That's why all the animations just stop.)
“Now we know falling doesn’t hurt” this is perfect for SM64 😂
10:52
“Has to be perfect!”
Me: gosh that was not nearly perfect enough
what a great concept for a game and unbelievably well executed.
When you placed the one upside down and the battery fell... so amazing. Next portal is right!
A full walk through is a must !
Dude! This looks crazy cool! New addition to the wish list for sure.
10:47 Dude, you are not OCDing that game. it’s all misaligned and twisted, and the distances are off. It makes me want to play it even more.
Superliminal is more trippy in this aspect but this world is more calming and chill
As soon as you walked through the first photograph I yelled “portal!” Out loud hahaha
Don't worry if your stats show people cutting off watching part way through the video. It's because you've convinced us to buy it and we don't want any more spoilers!!! It's looks amazing and I love the review even if I forced myself to stop 1/3 of the way through. I already feel I know too much and want to save some surprises for myself.
Phillip.
2:37 Believe it or not but this is just a simple optical trick. The "photo level" was already loaded when it's in front of you, but the perspective makes it looks like a flat plane. You can tell by looking at the sun's direction inside the photo, it doesn't match the "outside" lighting. Although not hard to do, it's still a very nice effect!
I found out through your video that it's releasing tomorrow!!!! Im so excited for this.
"Magnificent! Ang ganda!"
Yup, same reaction madam, same.
Wow this game actually looks incredible. Very atmospheric too!
Love ur vids!!
photo games droppin´all over the place. i like it!
I just LOVE your commentary ^^
Very impressive, original looking game, as you said, it’s reminiscent of Portal, I’ll definitely look out for this one.
These transitions are so clean
That actually blew my mind... and i was still amazed after the 4th time you place a picture🎉🎉
makers just went top of the list for all the big companies...
This is one of the best resume in the making...
When I heard of the name “Hiraya,” I immediately thought she’s gonna be Filipino. Then when Hiraya said “Ang ganda!” (It’s beautiful) my heart just melted. This game is so calming and the fact that there’s a Filipino character makes it even more beautiful.
what a great concept and the transition was so smooth!
How hard can it be? You always place the new object group at the center and same distance from the camera with the right lighting (the lighting in this game is rigid at places like this, meaning that it is probably just a single light coming from upstairs or a few HDRI rings around the scene).
Whenever you place that object, it will always look exactly the same due to the same lighting and the same angle of the camera. So now you can make a picture of that group and that is what you can now seamlessly hold in front of that object and remove whenever you want it. As soon as you start to move you realize it is no longer a picture but a solid group of objects instead. Done cleverly but nothing special as in: "How is it even possible"?
That's the real reality behind our reality. Our reality was built within these backlands.
And this is only the beginning of a whole new range of possibilities.
Those transitions are soooo satisfying
12:23 I don't know if it's the same team, but this exact mechanic was supposed to be exactly what portal two was, and apparently it was pretty deep in development before play testing made them scrap it as a portal game because "it didn't feel like portal"
GGs Tomo. This was great, I hope you do a stream of this. It would be a blast to watch.
O_O This is amazing!!!! Thank you for showing it to us. :)
Here is how you code soemthing like this. When the dev takes the pic, the dev also writes down the distance, and angle of the object infront. Then when you place the pic back, you put the object back in that position.., easy to do.
Nickelback - "Look a this photograph" 😂
The poweup you grabbed at 13:27 is an actual power up where you can jump higher. This way you could also just crab the battery if you dont want to take another photo of it
I just realised something about the game. The sunlight angle shadows on the objects you bring from photos doesn't change. I am imagine a bridge which is lit and you turn it upside down. The new bridge now will be lit at the bottom.
And the best part is all of this just works, it just works.
The concept of this game is crazy!!
The fact that Tom never jumped after getting the power-up will forever haunt me...
WOW! Kid friendly and SUPER Creative! This one should be a hit! NICE!
Its amazing how it places right where you put it instead of snapping to a 'near as damn it' point on the surrounding assets
The full game gives a plot and you understand more about the nature of where you are.
Dude, your intros are on point! Keep em coming!
Bot
I think the rewind was actually more difficult to implement, than the photo placing it self. I'm not sure how they did the rewind
This game is amazing. Really beautiful, and the puzzles are mind-blowing. For me is a 10
It's a game, everything is possible in a game. The idea is pretty creative but programming wise there's nothing that tricky. The 3D objects of every image are read-made 3D object groups that can be placed somewhere in the world and portals are all over the place in almost any modern 3D game, though often not visible as portals (usually you use portals to hide transitions).
For those who are wondering about the VR version, here's what the developers told us:
“We did some prototyping of a VR version a while back - it was interesting, but there’s definitely some challenges to solve with things like forced perspective,” Sad Owl Studios developer Jacob Keane tells Road to VR. “It’s likely if we do a VR version it’ll be a slightly different game, similar to how SUPERHOT and SUPERHOT VR are different games, rather than a straight port.”
Tomo you should play "superliminal" its based on the similar concept and its such a fun puzzle narative game
i can't wait to see speedruns of this game
The only curiosity I have is game development. Transition is so smooth.
Little Easter egg you missed you should definitely try. If you go back to the area at 5:30, try layering the image of the board exactly on top of it at the same angle and spot several times. Won't spoil what it does.
This game has Myst vibes
I'm not easily impressed. But this was experiencing videogames for the first time! Man, I remember what a nightmare was to subtract a 3d shape by using another 3d shape... and this game uses a picture to subtract from literally anything!!!
The art style is amazing, I love it.
This is truly amazing and inspiring.
Bro every time you placed a photo my mind was blown
Woah! Thanks for putting this one on my radar
The speedruns of this game are going to be mind bending
trueeee
I understood how I'd make this up until you were talking your own photos.
If you have a set perspective on an image, like you do with the pictures you pick up, then it's easy to line up a model in the same perspective and place it in the world when the player places it. As you spawn in the model in the picture you would also delete the image the player is holding and delete any parts of models in the world.
With that in mind I think they must be drawing a rectangular pyramid from the players view point out across the world and copying all the geometry that occurs within that pyramid when the player takes a photo. The photo is as simple as a screenshot. Then they can place that geometry down again when the player places the object and the game likely creates a pyramid from the players view again that deletes the previous models that were in the view before placing the saved geometry.
It means all the models must have a way to be cut without bugging out. I think it also explains why the level is so empty in the background - if you had a floor, it would need to copy that every time too.
Can't wait for it to drop in the morning 🙌🏽