I'm excited that you guys are pushing browser gaming, and what you've done so far looks great. Just please don't fall into the trap of over hyping and then disappointing customers.
Artillery is building a hardcore RTS with HTML5 and WebGL
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Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#12Wow! This is mesmerizing. These posts on HTML5 stuff that pop-up on HN from time to time hint on what is to come on the web in the near term. I think HTML5 is a huge Tsunami gathering energy and steam out there! It will and should beat all these "I-am-the-best" closed systems (already does in some areas) sometime soon, and be on the top. System agnostic, immersive, inclusive, what not. Love it.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#13Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#14Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#15Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#16Whoa, that looks really sweet. I especially liked how simple the dev tools looked, is that in the browser as well?
Yep, all of the action you see runs in a browser -- except for the console command that uploads assets to the CDN.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#17Who is "Artillery"? By the headline, it sounds like that's a company I should know.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#18Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#19This looks really great. I just think the claims of "console quality" or "AAA quality" (which I heard associated with Day[9]'s announcement) are a bit disingenuous. I'm excited that you guys are pushing browser gaming, and what you've done so far looks great. Just please don't fall into the trap of over hyping and then disappointing customers.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#20For one, C++ and the native toolchain is still more efficient. But it mostly comes down to perception and convenience. The perception of web-based games is that they're casual and cheap. And most hardcore gamers like to have a copy of the game on their computer - they paid for it, they want a copy that they can keep (and at least store on their hard drive) for years. They don't want to stop playing a game because the dev decided to end its life...
This is why platforms like Steam, Xbox, HumbleBundle, etc..., still rule for distributing games (both AAA and indie).