Mercury Shift 2D was originally meant to be a two-player only co-op puzzle platformer. It was developed about a year ago. Its mechanics are comparable to those of Trine, Tomb Raider: Guardian of Light or The Cave. The game itself has a very unique mechanic which we call the "shift". It allows you to transfer your mass/energy from one character into the other anywhere in the game. One of our biggest goals was to have cooperation between players (or the characters) and really relying on each other to solve a puzzle and get through a level. Right now we are working on the latest version of the build, Mercury Shift 3D(working title). The 2D version served as a very good "prototype" where we could test our gameplay dynamic. We released the 2D version on Kongregate and got some pretty cool playtest results with the help of google analytics. So, check out the game, give us feedback and critize the game. We really appreciate it!

Image RSS Feed Latest Screens
More plantz! Look and feel of the stages Look and feel of the stages
Blog RSS Feed Report abuse Latest News: Dev Diary - A story of shadermagic and polygons

2 comments by koffeinvampir on Feb 17th, 2014

(read the original post on our website:

Another week, another update. This week in development has been pretty exhausting, as we are encountering a few difficulties and some tasks became tedious to work with.


Lightmapping is still a big challenge, to be honest. When coming from software like 3ds Max, Beast for Unity offers good results, but behaves a bit like a black box. There are a lot of settings to change, but it takes a lot of time to see the effect of that.

On top of that, Beast seams to crash when baking selected objects for no visible reason. Quite possibly the fault is on our side, but at the moment we cannot reproduce it reliably and file a bug report. We'd really like to contribute to the fixing of this stuff...

But enough of the bad news! On to the gifs and stories.

Mic has been working on the so called "wires". Wires connect objects and show the relation of those objects. For example a pressure plate is connected with the associated door.This helps player to orient within the game and understand the puzzles. The riddles should be readable and easy to understand. So when creating the art for the levels, we are mostly working within Unity3D, instantiating the already imported assets and placing them. So most of these assets are used multiple times to reduce drawcalls and overall performance. As the riddles tend not to be the same over and over again, wires themselves are similar, but each single wire is unique. Creating them and importing them would take some time and make the process very inflexible.

wire tool splines in unity

So Mic created a node-based tool in which the end points of those wires can be set and chamfered. A process we know from most 3D software. The wires can now be refined within Unity. Mesh is generated with UVs already applied and so Simons great shader can do its magic on the wires.

moving energy shader in unity

Simon has added some shader magic, and boom: it looks cool. More images after the jump.

Mic also worked on the checkpoint system, which is now more suitable for the artists. Scenes can be split up easier than before, which is useful for baking and just improves general handling for the scenes. Aaaand he has been busy fixing bugs. As usual.

Shading and stuff has been on thing, but on the other hand Simon made our coins more appealing. As the characters are part orange juice, part mercury from a laboratory, the coins in the game should resemble orange juice a bit.

special coin animation and shader

As you might have heard, the Shift is our main mechanic and enables both of the players to shift their mass from or respectively to the other player. Nora has been implementing a lot of animations, but this is one that is a bit more difficult. We have to exchange the complete mesh of the two sizes of the two characters. At this point, morph targets seem to be the only solution for this.

Now Nora found a way to have the morph targets shifting the mesh of the character while the Mecanim rig can still play the animations. A super-fluid shift animation ensues. This is in an early stadium, but it looks like it could work out just fine. This may sound strange for the regular reader, but anybody dealing with character animations combined with Mecanim knows what a PITA this can be.


For relaxation, she also made a small ambient animal with animation. Last week we had hawks, this week it's low poly beavers!

Seeing really nice win/level-complete screens, Rika sat down and created her own interpretation of a such a screen for our game.

The orange juice gets filled up for every coin you found in the level. Bonus coins get awarded and hopefully dancing ensues.

Rika also fixed some issues with the input menu and added the option to have an axis assigned to a button. The shoulder buttons of most gamepads are axis-based, so this makes controller support even easier.

Well, sometimes the debugging looks strange, and sometimes it looks awesome. And in this case it is pretty awesome. The characters do look at each other. And if there are obstacles, they don't. Pretty simple. But this is LAZOR™ technology we are using:

crazy love eyes laser

We've shown a lot of Beffs work recently, but never with some actual graphics. Finally there is something to see. Niko made this tutorial level. which is something like a lab where the functions are explained.

Test laboratory unity3d Mercury Shift

Another cool feature is the indicator for triggering platforms with weight and impulse platforms. The platforms trigger on a specific weight and above that. And to make this visible Niko made an indicator.

weight indicator in Mercury Shift

The indicator already works pretty good, maybe we are going to add some lighting to it.

One level is complete! All objects have been placed, lightmaps have been calculated and it is playable already. Next week we will be running some playtests and show the game to a bigger audience.

Speaking of lightmapping again, Elena has been working on said level. As we have been asked multiple times on how to achieve this look, she is working on creating a tutorial for the masses. There will be more Screenshots for #ScreenshotSaturday and we're quite possibly doing a video for the latest progress.

The playtests take some preparation, thus Beff has been busy retesting all tutorial levels, changing level order and tweaking the learning curve. We're pretty excited, as more than 20 people will come by during the day and do extensive testing of those levels. He even designed a form to fill out for later evaluation.

What have we been doing the last month? Go have a look for yourself:

Week 1
Week 2
Week 3
Week 4

And that's it for the week. Stay tuned on twitter with robin posting as or like us on to receive those updates to your digital front door.

Media RSS Feed Latest Video
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Mercury Shift 3D (working title)
Windows, Mac
Developer & Publisher
Send Message
Official Page
Release Date
Game Watch
Track this game
Single & Co-op

Latest tweets from @koffeinvampir, @mattneuk

(@gamecampmunich meeting feat. The Masterminds @hluehrsen and @VolkerHeinrich. Beautiful AND brilliant.)

Apr 17 2014, 11:53am by koffeinvampir

Off to the @gamecampmunich meeting, plotting more awesomeness.

Apr 17 2014, 11:49am by koffeinvampir

Hey @klonkgames people! I have a little preview of a little something.

Apr 17 2014, 3:20am by koffeinvampir

Ich will übrigens immer noch die mobile Arcade für @munichindie Spiele bauen. Zocken im Englischen Garten? Hell yeah!

Apr 16 2014, 6:19am by koffeinvampir

Also: Check out @olivereberlei's game SkyArena. One of the best games I recently got my hands on: #gamedev

Apr 16 2014, 5:58am by koffeinvampir

@DSSMathias Amazing. Makes it even more impressive. Hard surface retopo has always been hard for me, especially including smoothinggroups.

Apr 14 2014, 3:06pm by koffeinvampir

"@RottenHedgehog: More lowpoly deers and foxes living in the forrest - see here @turnislefthome could like that.

Apr 14 2014, 3:04pm by koffeinvampir

@DSSMathias woah. That's very impressive. Do you model the highpoly from the basemesh or did retopologize the thing?

Apr 14 2014, 2:58pm by koffeinvampir

Dass ich zurück in München bin, hätte ich spätestens bei der Stammstreckensperrung gemerkt.

Apr 12 2014, 1:08am by koffeinvampir

I had a superb time in Berlin, meeting oh so many nice people. Especially at #AMaze2014 Heading home now to @mindlessblahs :)

Apr 11 2014, 3:59pm by koffeinvampir

Embed Buttons

Promote Mercury Shift 3D (working title) on your homepage or blog by selecting a button and using the HTML code provided (more).

Mercury Shift 3D (working title)
Mercury Shift 3D (working title)
5,331 of 20,535
Last Update
2 months ago
32 members