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:
- Pushing and Pulling on metal targets
- Pull targets vs. Push targets
- Some recent developments to the HUD
This Unity project makes use of Volumetric Lines by Johannes Unterguggenberger and Cakeslice's Outline Effect.
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