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A WebGL game where you deliver messages on a tiny planet

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Re: A WebGL game where you deliver messages on a tiny planet

#291
post #99

Love all of it except for the camera controls on iOS. Not sure how you could improve them but they need some work. Camera gets too close to the character a lot. Might consider two touch controls that separate movement direction and camera position.

would be fixed by adding controls - probably q and e - to turn the camera left and right and pivot the character

Re: A WebGL game where you deliver messages on a tiny planet

#292
post #74

I spent more time enjoying the graphics and style than actually playing. it runs so well on a mobile device, I've never seen something like this. as for the game itself, I couldn't understand how to deliver the messages.

The “messages” stuff is a bit confusing, but really they’re just simple quests. You don’t start with the mail on you, but all you have to do is wander around and find quest givers who will tell you what to do.

Re: A WebGL game where you deliver messages on a tiny planet

#294

It's gorgeous. But I can't figure out why they didn't just use real japanese text instead of fake text.

'cause most people would not be able to read it and would relegate the game/site/project/... as something tailored to the 130 million (or thereabouts) of more than 8 billion people who do read Japanese and most likely sideline it.

Re: A WebGL game where you deliver messages on a tiny planet

#295
Great job, Vicente and Michael!

* I love the writing, it's witty and poignant

* I was impressed that WASD controls worked with my keyboard set to Dvorak :)

* Unfortunately have to second the comments about nausea; the oddly paced camera (it feels like it is panning through molasses then suddenly accelerates to switch views) is probably responsible, I'm guessing the "overshoot view then correct" "feature" is also a factor. Additionally seconding the comments about allowing the camera to follow the mouse (if feasible somehow while not losing cross-form-factor support) would go a long way to help here as well.

* The font that shows you where you are is cute in an orientalist sense, but imho it is very difficult to read (even knowing what it says from context clues and previous hints)

* Not a criticism but it is odd to have jumping when there is no mechanism that uses it in-game

* 99.99% a me problem: I had a hard time with spatial awareness and a difficulty building a mental map of the world and my best guess is that it's because I personally found the default field of view to be too "zoomed in".

Re: A WebGL game where you deliver messages on a tiny planet

#296

One of the most impressive things about this is that it transfers only 5.7 MB of data on initial load and then caps out at 17.5 MB for the final load. It seems to be making smart choices about compression techniques. This is a good showcase of how well games can work on the web if done well.

So many techniques that made web games good, in terms of smart loading, have been lost or abandoned since the mid-2000s when bandwidth limitations were common, and at the same time "engines" like Away3D and Starling were starting to leverage AS3's ability to handle async calls and async uploads to the GPU. JS engines now try to bundle that behavior into asynchronous asset loading calls, but it's not ever really diale…

I wouldn't say the techniques are lost. I think a LOT of work goes into streaming assets in games. It's just focused on streaming from disk.

There's no market for flash style web games so you don't see it.

Re: A WebGL game where you deliver messages on a tiny planet

#299
post #238

Earlier quoted context omitted.

Can always use Electron or Tauri to turn it into a native app

Electron and native do not belong in the same sentence AFAIK unless you mean 'native to the browser (which happens to be included in the package)'. Tauri is the same, just bring your own 'browser' (webview, really).

We all build on top of something. Today’s browser will look like a native platform in another 20 years. Just like assembly does to our point of view today.

Re: A WebGL game where you deliver messages on a tiny planet

#300

One of the most impressive things about this is that it transfers only 5.7 MB of data on initial load and then caps out at 17.5 MB for the final load. It seems to be making smart choices about compression techniques. This is a good showcase of how well games can work on the web if done well.

Am I wrong in feeling that 5-15MB is... more than enough data for the world we see? There's not that much information here. I'm not trying to be a demoscene smart-ass here, either (I expect demoscene masters would've packed the equivalent in under 1MB). Just that, models are low-poly, the world is small and made up from pieces that feel simple to describe; as long as you're not trying to bake everything into a static…

10MB for non-procedutal content is really really good. The world is quite rich in detail for a low poly world, that quickly adds up.
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