Trim Tangle Logo
Using underground tunnels entrance from the palace

The underground tunnels hide a secret and could be an alternative way to travel. But having access to them, at first, won't be as easy as you see in this clip.

Therefore - Diagonals control layer
Therefore - Diagonals control layer

Layer of diagonals: indicates which parts of the road correspond to a slope or staircase. RGB values ​​are used to indicate the direction of the diagonal (R), the degree of the slope (G) as well as the appropriate animation of the character (horizontal or vertical) (B). With these three values ​​the optimal way that the Wanderer character should go up and down stairs is calculated both when moving by pathfinding (mouse) and when moving with the keyboard.

Therefore: The Fear's Lair - Visual FX & ilumination
Therefore - Objects control layer
Therefore - Objects control layer

Object layer: similar to the navigation image, it indicates in which parts of the stage it is possible to drop an object and in which not.

Therefore: The Fear's Lair - Visual FX & ilumination
Therefore - Pathfinding control layer
Therefore - Pathfinding control layer

Pathfinding layer: it is a grid of points over the walkable area that is used with the pathfinding algorithm A * (A star). This grid is automatically generated from the navigation layer.

Therefore: The Fear's Lair - Visual FX & ilumination
Therefore - Navigation control layer
Therefore - Navigation control layer

Navigation layer: it is an image that indicates which parts of the stage you can walk through. Each color indicates a type of terrain to automatically assign a visual and sound effect of steps for any character. Here yellow indicates sand, blue water, red wood and black stone.

Therefore - Trying to capture Elate

There must be a way to catch this swift bird. Maybe using candy as a decoy... Or maybe not...

Therefore - Control layers
Therefore - Navigation control layer
Therefore - Pathfinding control layer
Therefore - Objects control layer
Therefore - Diagonals control layer

In Therefore we use four control layers for the implementation of different game mechanics. These are:

1) Navigation layer: it is an image that indicates which parts of the stage you can walk through. Each color indicates a type of terrain to automatically assign a visual and sound effect of steps for any character. Here yellow indicates sand, blue water, red wood and black stone.

2) Pathfinding layer: it is a grid of points over the walkable area that is used with the pathfinding algorithm A * (A star). This grid is automatically generated from the navigation layer 1).

3) Object layer: similar to the navigation image, it indicates in which parts of the stage it is possible to drop an object and in which not.

4) Layer of diagonals: indicates which parts of the road correspond to a slope or staircase. RGB values ​​are used to indicate the direction of the diagonal (R), the degree of the slope (G) as well as the appropriate animation of the character (horizontal or vertical) (B). With these three values ​​the optimal way that the Wanderer character should go up and down stairs is calculated both when moving by pathfinding (mouse) and when moving with the keyboard.

We use first party and third party cookies to improve our services and ease web navigation and accessibility.