November 24, 2012

Weekly Update and puzzle solution

by Niklas Hansson

So it’s that time of the week again, Sadly we are a day late with this update but that happens. For today we are going to talk about what we have done the last week and of course the solution to the puzzle in the last post. It seems people overall wasn’t that interested in that compared to the amount of response we have gotten on other posts so we probably won’t do anything like that unless you tells us you want us to.

At the moment we are working very hard with creating 2 entirely new environments for the game, most of the material you see here is from our demo for this years Dream Build Play ( that sadly contained a weird last minute crash bug after around 10 minutes playtime on a single level due to being compiled with the wrong settings) Since then we have done a lot of work, we have updated our lightning model to use properly cosine weighted blurring for cubemaps (in laymen term this means that the blurriness of the reflection always correctly matches the blurriness of the specular highlight which basically makes it easier to make materials that looks real a basic thing about physically based shading (which incidentally will be a subject for further discussion at a later stage), Made various upgrades to our lightning function and how our material system handles specular and due to this we have had to go through every material in the game and tweak and adjust it. However with the exception for the God Rays Screens all the images we are showing this far is from the Xbox360 version of the Dream build Play demo.

This however is soon about to change this week we are putting the finishing touches on levels built in the new environments and during the next week or the week after that we will finally be able to share them which we are looking forward to because they are shaping out to be absolutely stunning. Besides that we are working in preparation for launching the game on steam green light so we are making sure we will have a ton of new and interesting material to share. Including a bunch of PC only features that will allow us to use the superior strength of the PC graphics card to improve the visual quality on a number of effects. We are also hard at work creating new devilish puzzles for the final stages of the game.

If you look at the image above and feel it seems familiar it’s because this is the room of this weeks puzzle question but seen from the players perspective this time so we promised you a puzzle solution last time so here we go. for ease of reference we readd the image.

You enter this room that is blocked in the middle by a big hole you have a closed door to the right. The middle of the room is cut off with a laser. High on the right side is a key to the exit .A clock is counting down a timer at the top of the screen.

You go and stand on the button that rotates the laser and rotate it until it hits the mirror.It now follows the dotted line. Now you have a path to walk around the hole, except that you are stuck because the reflected laser cuts of your current path so you can’t move past it. You have to rewind time then create a clone that manipulates the laser so that the real you is not trapped by the reflected laser.

After this you need to go forward and rotate the mirror so that it won’t block the path to the exit. If you do it like this and then run for the key, time will run out so you rewind time till the point the laser hits the mirror and starts a new time line that will run for the key while the other time-line rotates the mirror so that you can pass out before the door closes permanently due to failing the time limit.

You could add to this puzzle by making the last room not a key to collect but a button that needs to be pressed then you would need to manage more time lines. But due to time points(the points that allows you to manipulate time) concerns that would have made the level impossible. The puzzles in project Temporality is often full level puzzles where you have to find not only a solution but an efficient solution for every puzzle to have enough time points left to manage through the entire puzzle. Sometimes the obvious solution uses too much time points and an alternative needs to be found.

Working with multiple time lines like this and cooperating with yourself to solve problems are the basis of the game-play in Project Temporality.

We hope to have a lot more to share with you during the coming weeks.

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