/Invested

Emulation of physics from the novel "Mistborn" using Unity

Primary LanguageC#MIT LicenseMIT

Invested

Invested is a physics simulation and game made in the Unity engine. It is a personal interpretation and emulation of the physics of Allomancy, a magic system from the novel "Mistborn" by Brandon Sanderson.

Download the current build from here.

Here are some short videos of the game:

This Unity project makes use of Volumetric Lines by Johannes Unterguggenberger and Cakeslice's Outline Effect.

Recent changes:

Version 1.1.2

  • Changed how coins are thrown
    • When holding down Jump key: coins are thrown beneath you, slightly opposing your directional movement
    • When not holding down Jump key: coins are thrown towards crosshair
  • Coins have more realistic friction when pushed against a surface
  • Improved camera
    • Fixed bug where camera moves strangely when player is against a wall
    • Added option for removing vertical rotation limits on camera (can now vertically wrap around freely)
  • When pushing on multiple targets, your individual pushes on each target are no longer decreased
    • For example: previously, if you had 3 push targets, your push on each was divided by 3. This kept the net force on you from increasing with multiple targets. Now, no alterations are made to each push.
  • Burn Rate can now be controlled with precision from 0% to 10%
  • Fixed bug with Magnitude Push Control Style when targeting a force of 0.
  • Added Experimental scene

Version 1.1.1

  • Improved blue metal lines
    • More massive targets can be detected and targeted from farther away than less massive targets
    • Lines are thinner for less visual clutter
    • The higher the burn rate, the greater the range for detecting targets
  • Improved camera
    • No longer clips through walls
    • Added option for first person perspective
  • Coins no longer clip through the ground
    • Coins also return to the player's coin pouch much more smoothly when pulled
  • Scrolling to a burn rate of 0% now extinguishes metals
  • Setting the Force Display Units to be G's now scales the acceleration with the target's mass, not the player's
  • Performance improvements
    • Added option to disable rendering of blue lines for lower-end computers
    • Blue lines are now a bit less intensive to calculate
  • Increased default Allomantic Constant