![]() For complex models, this may take a while to compute, and loading this model in the future will take longer. If you want a tighter fitting collision mesh, choose the bottom entry in the Repair section, currently titled “Mesh”. For instance, the area between the dog’s legs is included in the collision mesh, so it can’t be placed over the barrel. If you have an object with a complex irregular shape, the default collision mesh (convex mesh) will cover gaps in the object, which may not be what you want. But if your object is box-shaped or sphere-shaped, you should switch to that for higher performance in game. We construct a rough convex mesh around the object to use for collision. If this doesn’t work for your particular model, you can turn off center pivot in the repair section.Īlso important is the collision shape of the model. Because models often specify crazy origins, by default we set the origin to the center of the object bounds. When you grab an object, it is centered around its origin. Larger models will work, but will be slow to load, and possibly cause performance issues while playing the game. Ideally, poly counts should be below 10,000 or so. If you like puzzle games, this should be on your list.In general, you should use “game ready” models that have a minimal number of vertices and reasonable texture sizes. The puzzles sit nicely in the middle ground between too easy and being obtuse. It’s not an absolute standout, but is a pleasant experience. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. Overall, Superliminal is a clever puzzle game that is a tight two-hour experience. Playing in the daytime helped alleviate the problem and it was only for the middle section of the game, but fair warning if you’ve experienced this in similar games before. While The Witness became entirely unplayable for me, this was subtle enough that I didn’t notice it at first. Both share colorful settings with fast-moving disembodied characters. The only other time that’s happened to me was with The Witness, another first-person puzzle game. ![]() One downside worth mentioning is that the game made me slightly nauseous. Instead, some cool visuals (with quality techno-music backing) take the forefront, playing more tricks with perception. The puzzle-solving becomes mostly secondary. The final section of Superliminal leads into an impressive climax. What starts as mind-bending stuff turns downright trippy by the end of the game. The premise is that you are stuck in your dreams, which is why all these strange things are happening around you. It adds a bit more to the experience, but isn’t the star of the show. The occasional narration is tongue-in-cheek and is reminiscent of the likes of Portal and Stanley Parable. Outside of the puzzles, Superliminal has a good sense of humor that supplements the gameplay. Visual illusion tricks are the heart of Superliminal. It’s something that looks like and behaves like a cube, but that’s just a visual illusion on a two-dimensional screen. You see a cube, but it’s not really a cube. The game plays with the illusion that game design is all about. That said, get used to seeing narrow hallways. ![]() A section will show off a new version of a puzzle, riff on it a few times and move on. There’s just enough variation for the solutions to feel clever throughout. Ultimately, Superliminal does a good job of keeping the puzzles fresh. The length may be viewed as a detriment in terms of value, but the finished product is tight and it rarely feels like there is any padding. Superliminal will probably take a couple hours to finish depending on how stumped (or not) you get by certain puzzles. Pillow Castle’s solution to that is in the game’s length. This version might be considered complete now that it supports Mac and Linux, however, so maybe adding co-op tags would be a good idea. How many different variations can there be for what, at first, appears to be just one game mechanic? Originally posted by Furdabip: The multiplayer is still 'experimental' and not a fully implemented feature, I do believe. Initially, I questioned the game’s ability to switch it up over the course of a full game. Being able to aim, move and click with a mouse as opposed to two joysticks probably alleviates the precision problem. Now it’s out on consoles (PlayStation 4, Xbox One, Nintendo Switch). We reviewed it then (Antal Bokor liked it a bit more than I did). ![]() Sometimes, though, you see what the puzzle requires you to do and struggle to execute it correctly due to difficulty getting precision from the controls. That seemed to be just the right amount of challenge. Puzzle solutions may seem simple at first, but often require an extra level of thought.
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