Originally, this project was going to form the basis of a very simple tutorial to explain Unity’s component driven paradigm. At its very core, it is about the simple modification and manipulation of Unity’s built-in physics engine in a confined, 2D setting. This simple premise has somehow turned into a puzzle game involving colour matching, bouncing and bombs! Here’s a short explanatory video:
We will continue to play-test and prototype this concept. It may be very close to becoming a complete, perhaps even commercial release on a popular mobile platform.
Render Texture Paralax Scrolling
To maintain a low processing footprint, Peter came up with an ingenious scheme that borrowed a well used technique in the 16-bit, 2D/32-bit era. A series of transparent textures are manually rendered onto a render-texture surface. Each texture represents a background layer that is moved at the fraction of the speed of the camera’s scroll speed. The deeper the intended depth, the slower they scroll. It’s pretty much exactly how it was done for classic 2D platformers.
It was quite easy to adapt this technique for this 3D project because the default view was already orthographic. The render-texture surface is attached as a child of the main camera so it would always be in view. This effectively gives the illusion of 3D scrolling, with a very small computational overhead.
License: Here at Quantum Shade Interactive (QuaSI), we believe strongly in contributing to the gamedev community. Sharing our source material is one of the ways we do this. In return, we ask that any potential users of the material give credit to QuaSI if they end up modifying, building on or otherwise use any of the stuff that we share. This should be done by linking back to the QuaSI website in a readme file, the webpage, or the credits section of a project that uses any QuaSI material. This code is provided as-is and makes no guarantees about its usability or otherwise. Use at your own risk. 😉
Matt Cabanag – Programming, Game Design
Peter Reeves – Programming, Mobile Optimisations, Graphical FX
Alex Coe – Sound FX, Music