Overlapped Universe

Travel to space stations, solve puzzles and find your objective

What's in the game?

Multiple puzzles in each stage
8 stages in the full game
one secret for each stage

Kai Yuen:

That’s me. I started to write shaders a few years ago and created: SuperNatural Shaders I ended up creating a lot of effects which render parts of the scene normally and other parts transparent-flashy, it would also create a natural pattern in the “intermediate section”: Originally I wanted to sell the shaders/components as an Unity package. However, I thought “what if I made a game: the player could only touch parts that are rendered opaque and cannot touch the transparent parts?” I had a few different ideas and eventually I came up with this game. I’ve learned a lot of things because of this project, such as 3d modeling/animation, optimizing assets, a little bit of python just so I can automate some of the work in Blender(it saved me so many hours of work), texture drawing/rendering, shader programming, game logic programming, game optimization, stabilization scripts(such a pain in the ass lol, almost as painful as optimization), implementing game save, writing editor scripts/supporting software to help develop the game, and web development. For 3d modeling/animation/texture generation I mostly used Blender, I used Gimp to process/draw 2D textures. For the game itself I used Unity Game Engine. I bought the music/sound from a royalty free website. I created the intro videos with Blender VSE. I had a few friends who helped me in the beginning and I would like to thank them:

Ming-Hsun Wu:

In the beginning, I developed a prototype that handled the space connector physics by describing primitive shapes and doing the calculations in C#. Ming-Shun helped me generalize it, instead of using shapes hard coded in C#, he found a way to utilize the colliders in Unity to do the calculations. This was really good because: (i) The shapes of objects that could be affected by the space connector would no longer be confined to the shapes that I defined in C#, making it a general approach. (ii) It uses the collider mechanisms that were supported by Unity Engine itself (Or PhysX), this means it’s more optimized, less effort required to maintain and it has less bugs (at least that’s how it usually should be). He also developed liquid that can work with space connector physics, it was really cool. Basically the liquid would form things like droplets, which are about the size of a rock in the game. They would roll around and if they bump into another liquid particle, they would merge. If the merged/huge liquid particle gets to an edge or something, the particles would split. Unfortunately, it had optimization problems and was a bit glitchy, it also was really hard to put into the game design-wise, that’s why you don’t see it in the final game. It was such a pity.

Andy Li:

He helped me develop a few functions that would take multiple meshes and combine them into one mesh. It is useful for game optimization. I modified/generalized it (it only worked in certain situations and does not consider the colliders attached to the game objects, lightmapping, proximity, occlusion culling, physics optimizations, different worlds and other optimization mechanisms) and used it as a part of the optimization pipeline.

JoeJoe Hu:

He helped research and ran some tests on Unity Engine UI.

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