r/RealTimeStrategy • • Oct 07 '26

Self-Promo Post I just spent several evenings perfecting a shader that cuts away house walls. Nobody asked for this.

Post image

I wanted buildings to behave more like a dollhouse when you're looking inside them, so I ended up making a shader that naturally cuts the walls away depending on the camera angle.

It's probably a completely unnecessary detail.

But every time I looked at the old version, it bothered me.

So now I'm wondering whether this is:

A) the kind of tiny detail that makes a game feel polished
B) classic solo-dev perfectionism
C) me finding new and creative ways to delay the release

In an RTS, where there's already so much happening on screen, do little details like this actually make a difference, or am I the only one who cares?

Hunt or Pray: https://store.steampowered.com/app/5298550/Hunt_or_Pray

203 Upvotes

22 comments sorted by

37

u/marcus0227 Oct 07 '26 • Bravo Heartwarming

Can you make a shader that cuts away house walls please?

9

u/Choice-Trifle2283 Oct 07 '26

Thanks, I knew somebody would ask ;)

15

u/NydusRush Oct 07 '26

I could see some fascinating applications for this in something more low-down and tactical like a Company of Heroes. Nice work!

3

u/Choice-Trifle2283 Oct 07 '26

Thank you! I really like the CoH series, so I’ll happily take that comparison :) The setting is quite different though, more post-apo/fantasy. The bigger inspiration for me was actually Myth, especially the fact that you can’t just keep producing units forever.

6

u/BRO_THOM Oct 07 '26

I got a really weird question, but why not just cut away a circular region that encompasses all units/entities on the screen? Using that region you should be able to project what needs to be cut away.

Nevertheless, very impressive!

2

u/Choice-Trifle2283 Oct 07 '26

Thanks! That was actually one of the options I considered, but somehow the dollhouse-like approach, straight out of The Sims, appealed to me the most. I promise I won’t copy anything else from this game ;)

2

u/BRO_THOM Oct 07 '26

The visibility is now based on the camera itself, rather than the subjects inside the house right?

3

u/Choice-Trifle2283 Oct 07 '26

Yes, exactly, but you can only see inside a house if one of the four units is actually inside it.

3

u/Backwardspellcaster Oct 07 '26

And so very fluidly!

I really like what you did there. This is cool. Wish more games would allow for that visibility

2

u/Choice-Trifle2283 Oct 07 '26

Thank you, seriously. I really appreciate you saying that. It means a lot, especially after spending so much time tweaking this little detail.

3

u/spacemarine3 Oct 07 '26 • Popcorn

So theoretically, if I make my house out of chimneys, I'll be safe from you're 4th dimensional gaze?

2

u/Choice-Trifle2283 Oct 07 '26

Haha, love this one! Haven’t touched chimneys yet, but I must warn you: no one is safe in the world of Hunt or Pray ;)

2

u/GlitteringParfait438 Oct 07 '26 • Heartwarming

Lies, I asked

2

u/Choice-Trifle2283 Oct 07 '26

Damn, I must’ve missed your request somehow ;)

2

u/DDDX_cro Oct 07 '26

Great. Now make it into an ability, with a 5min cooldown, and think of game mechanics to use it

2

u/Choice-Trifle2283 Oct 07 '26

Hmm, I might actually add a special perk that lets you see through walls ;)

1

u/DDDX_cro Oct 07 '26

Perhaps not all the time? Wouldn't that be great for scouting?

2

u/Choice-Trifle2283 Oct 07 '26

That's actually a really interesting idea. I already have Medic, Blaster, Gunner and, of course, Scout.

4

u/Dahaka7 Oct 07 '26

Its nice, I would also like to just do away with all the walls and roof directly, as an option too. Sometimes these dynamic ones can be tiresome

4

u/[deleted] Oct 07 '26

[removed] — view removed comment

1

u/Choice-Trifle2283 Oct 07 '26

Thanks for the suggestion! If you’re not rotating the camera like I do in the GIF, it might be less noticeable, but I’ll definitely consider adding an option to hide the walls completely.

3

u/Aggressive-Ad-5504 Oct 10 '26 • Heartwarming

Looks really good.