18 Apr 2012

How Dimensions work together


We mentioned that Dimensions which are linked to a specific World share their underlying Terrain but are other than that very different from each other.

This doesn’t only include having their own inhabitants both friendly and aggressive, but also their own fauna and flora and most importantly different unique physical laws. These differences can range from helpful to hinderance but if used correctly something that seems like a disadvantage can be turned into an advantage.

Here are three screenshots of Auria, the first world you are going to encounter.
Auria is made up of three different dimensions: Terra – Firma – Aqual (as seen in that order on the screenshots beneath).

Notice how the pathway and important terrain setup such as trees or rocks are pretty much identical yet they are unique and easily distinguishable? Landmarks and paths will help with orienting yourself on where you are on the actual world.

Remember that the Dimensions exist in the exact same space on the actual world. Meaning, if you stand on a path on Terra, you will appear on the exact same stop on Firma if you dimension jump. Now, in the case of Firma, the Dimension might look slightly different due to happenings in the actual story which influenced the layout of the world. This adds an additional layer of complexity but will also be explained story-wise to make sure it’s clear that it’s not random.

In order to make it more obvious here is a rendered transition between the different screenshots. The “existing in the same space”-feature is of course deliberate and fundamentally crucial to get through the puzzles and storyline arc in Oliver&Spike.

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8 Responses to How Dimensions work together
  1. Wow, this looks incredible! I can’t wait to play the game already! :D Great job so far!

  2. [...] project (or several actually) one lone warrior is on his quest to wabafy the Oliver&Spike Multiverse. That’s right! One of our most beloved NPC races is getting an overhaul and is currently [...]

  3. Hey guys! I actually just noticed Tascha’s post on the Polycount forums and saw the game for the first time. It looks absolutely incredible to me and I REALLY dig that artstyle. How exactly did you get that type of artstyle? Also, do you guys have an estimated release date yet? Thanks, and kudos on the game!


    • Nick hello :)

      Thank you! Our art time is certainly happy you like the style so far. The style in general is supposed to be easy to like by a wide audience. Meaning we want it to be fun and engaging for both young and older gamers.

      As far as release dates go, that depends a bit on if we can get some additional funding we need to fully work on the project and focus on it 100%. Obviously, if we don’t have to work on client projects to pay our bills we can spend more time (or even full time) to work on O&S.

  4. Hi. Wow, the game looks awesome! I have one question if its not a secret. The terrain is based on Unity built in terrain system or it`s a 3d mesh from third party program?
    Sorry for my bad English.

    • Hey Mariusz :)

      The terrain is a handmade mesh, with unique UV’s. We’re using our own terrain texture tool to texture and blend the textures. The textures used diffuse texture, normal maps, and height-maps for interesting transitions.

  5. [...] read about the basics of the Dimensions in Oliver&Spike: Dimension Jumpers, you can do so here, to understand the concept behind them before reading [...]

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