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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

#61

I appreciate what seems like an attempt to make a "smart camera" that gets out of the way of the player and unburdens them from having to control both a player and the perspective of the camera. That burden, of controlling two entities (player and camera) is large for people who are unused to playing video games. Was this dynamic on your radar when building the game and camera system? Would love to hear your thoughts…

I'd rather have the choice to control the camera (the "smart" camera could be used only if I don't control it), because it didn't work well for me.

Nice game otherwise.

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

#63

Loved the artstyle, but controls... uhh... let's say they were on par with a bad PC port of Sonic Adventure. I can barely control where I'm going, because the camera just rotates randomly. Something I'll never miss from the old days.

The controls are the only gripe I have with this amazing work.

If I was in Unity, I would address this issue by manually placing a bunch of virtual cameras in the world and using cinemachine to blend between them. The size of this world is small enough to justify manual placement and configuration of each. You could also just focus on the complex areas and let the default follow cam handle the rest.

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

#68

Loved the artstyle, but controls... uhh... let's say they were on par with a bad PC port of Sonic Adventure. I can barely control where I'm going, because the camera just rotates randomly. Something I'll never miss from the old days.

This really wants to be controlled by twin thumbsticks.

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

#69
post #35
post #17

I'm curious how you build something like this. I see file types in the network tab which, as a web dev, I've never worked with before. ktx2 and drc extensions, for example. I'm also seeing some wasm and threejs. Is there an engine that outputs these things or is it more of a manual process to bring everything together?

ktx2 = textures drc = 3d shapes (I think) ogg = audio All of these would normally be bundled in the game installer, but are sent down piece by piece over the network in this case. Then there's some wasm and js for the game's business logic. The browser has WebGL APIs that enable running all of this. I'm assuming they used a library or engine like Unity, Godot or Three.js that supports WebGL as an execution target.

Definitely Three.js or at least something similarly low-level. I doubt you can get this kind of performance with Godot or Unity on the web.
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