Cool demo, well polished. Now it only needs some gameplay! I could imagine a friendly MMO game where you trade resources with other sea villages.
Townscaper Running in the Browser
41–50 of 102 posts
Re: Townscaper Running in the Browser
#42Earlier quoted context omitted.
How do you imagine this is done? Hashing the town state and storing lookup key as URL params?
Couldn't it be as simple as a list of (color, x, y, z) (base64 encoded) in the fragment? URL fragments can get really long. Not sure what you'd need a look up key for.
Re: Townscaper Running in the Browser
#43What is missing from this demo compared to the full game? I thought that even the full game was this minimalistic.
Re: Townscaper Running in the Browser
#44What is missing from this demo compared to the full game? I thought that even the full game was this minimalistic.
Notably, the export strings are the same.
Basically: you're not missing anything from the core experience, but the browser version is slightly inferior. And buying the full version helps Oskar make more neat stuff in the future.
Edit: it's also a smaller build area.
Re: Townscaper Running in the Browser
#45Re: Townscaper Running in the Browser
#46It takes about 90 seconds to load for me, but once it does, it's buttery smooth on my M1 Pro. Unity's web story is still so bad for many reasons, but the initial load times are a huge one (~15MB of wasm for an empty scene last I checked). They were working on Project Tiny[0] to address exactly this, but they've now paused work on it indefinitely :( Someone please build tools to fix this! [0] https://unity.com/solutio…
Its interesting in that perhaps if Unity gets it right it could fill the functional use case void that has been present ever since the demise of Adobe Flash - rich interactive user experiences within the browser. And done natively with no need for the plugin mess and security holes of Flash. The key would be navigating the feature creep that led to the bulk and security holes of Flash.
Unity already has the bulk, but the security holes shouldn't be as big of an issue given that it's "just a website" and runs in the browser sandbox.
Re: Townscaper Running in the Browser
#47Earlier quoted context omitted.
Couldn't it be as simple as a list of (color, x, y, z) (base64 encoded) in the fragment? URL fragments can get really long. Not sure what you'd need a look up key for.
The lookup key would be if the backend stores all the generated towns, and you're just referencing them. But I think simple encoding as you say is more probable
Probably with a simple encoding.
Re: Townscaper Running in the Browser
#48It takes about 90 seconds to load for me, but once it does, it's buttery smooth on my M1 Pro. Unity's web story is still so bad for many reasons, but the initial load times are a huge one (~15MB of wasm for an empty scene last I checked). They were working on Project Tiny[0] to address exactly this, but they've now paused work on it indefinitely :( Someone please build tools to fix this! [0] https://unity.com/solutio…
Meanwhile, Godot 4 should be _editable_ in the browser.
Re: Townscaper Running in the Browser
#49Wow, the entire town is URL encoded!! Example: http://oskarstalberg.com/Townscaper/#IzpjOEQ0ejP2X9w-b--c-X-...
How do you imagine this is done? Hashing the town state and storing lookup key as URL params?
Re: Townscaper Running in the Browser
#50It takes about 90 seconds to load for me, but once it does, it's buttery smooth on my M1 Pro. Unity's web story is still so bad for many reasons, but the initial load times are a huge one (~15MB of wasm for an empty scene last I checked). They were working on Project Tiny[0] to address exactly this, but they've now paused work on it indefinitely :( Someone please build tools to fix this! [0] https://unity.com/solutio…