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…
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.
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.
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…
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
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…
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.