Help about the mechanics of monument valley.

guys i have been trying to brainstorm the camera mechanics and the way optical illusion was used in creating monument valley.

unfortunately i haven’t got any proper explanation and searched a lot on the internet…Can anyone shed some light or tutorials for me to get started…

thanks in advance…

It involves some pretty hard-to-understand 3D graphics techniques, advanced programming, math, meticulous artistry and careful planning.

Which of those is your strongest area?

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To be frank i have done almost everything…from modelling to designing…but am not being able to implement… i am a experienced coder(i have made games in c++ and directX ,corona sdk before) … i am into unity a few mnths now…
:slight_smile:

google stencil buffer or check unity docs for em

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Then what’s the issue you’re having in particular?

i am not being able to arrange and align the camera orthographically…and that is the most important of all… can u tell me how to arrange the platforms will the orthographic camera view … much like ‘FEZ’

I can’t read your mind. Why don’t you try a picture of what you are trying to do and then a picture of what you’ve got. Be detailed, there’s lots of clever people around here who could help.

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Bro i think i have already found out my problem…i am trying to fix it … if still i can’t i am uploading my scene so that others can help me…

Why don’t you post your solution for others to see, then.

First up, do you understand what “orthographic” means and how it works? If you don’t then just randomly changing settings and moving things about won’t help. You might stumble onto a working setup, but to use it effectively you need to manipulate it from there, and if you don’t understand how it works you’ll keep having trouble, stumbling around slowly, and just have to guess that your solution will work in all cases.

Next, making the camera use an orthographic projection is just a matter of changing a setting on the Camera component.

Next, for something like Monument Valley you’ll need some system to show the correct geometry depending on where you’re looking from, and some system to navigate depending on what the world looks like from the given perspective. Both of these have a variety of solutions, all of which will need you to understand what’s really going on.

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With help from Wikipedia and some googling i was able to do this… however pathfinding and movement still not been able to work…becoz they are not on the same planes… i feel that monument valley wrote some custom tools…

any help bros…

Yep :stuck_out_tongue: You’ll be wanting to do that a lot in any game engine since they can’t really be designed especially for your game.

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:slight_smile: .but any ideas where to start…

This screenshot is from Monument valley’s developer’e lecture… any idea how they did it…

what do you mean? the solution is shown there

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Is the green line showing that the end node is raycasting with the other node… ???

The green dots are probably just their own editor addon to visualize “tile” links. Blue dots are probably interval spots where the character will stop walking if desired (and warp on geometrical illusions)

edit: so the character will walk fixed amount from top walkway and will be warped on the lower blue dot when one tile walk length has been done. He will walk in air for a moment if looked from other direction but cause of the used illusion angle (red) there the player will never notice

its pretty simple stuff

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So the character will walk along the green line and due to camera angle it won’t be noticeable by the camera and so it will always look as if they are in the same plane even though the player changes its heights…

Am i right ???

No. The green line is just there to show in editor where the tile is connected but not the actual path. The character will walk towards lower right of the screen and when one tile length has been walked he will be “warped” to the connected tile blue dot in the 3d space but cause of the angle and camera projection no one will notice. You can google how old school isometric walking is done in code for example.

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You need to link the unconnected points. That will warp the character, and you can override it if you need to customise it.

You won’t be able to use Unity’s navmesh system if the platforms need to be animated.

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