Author Topic: Web-Shooter Alpha 5  (Read 262 times)

ggadwa

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Web-Shooter Alpha 5
« on: December 19, 2016, 03:05:08 PM »
Early Christmas!

http://www.klinksoftware.com/ws/

There's not much to say, this is just how far I've gotten.  Light maps default to off (you can turn them on with a check box.)  They are slow, and running it a couple times shows what it can do, as you might not get everything at once.

Note, this is still super alpha.  I might throw a lot of it away, I might build on this, but it's a playable game at this point!  Also, auto-generated sound effects!

(Chrome or FireFox at this point, Safari tech preview should work.)

[>] Brian

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Re: Web-Shooter Alpha 5
« Reply #1 on: December 22, 2016, 08:51:24 AM »
Very disturbing Brian ;-) I do like the weird dog things and kinda like the howling bleep noises they make, and the colours seem more complimentary and cohesive too!  Did you implement palettes or something?

Physics-wise, when trying to walk onto a lift I got stuck inside the lift a few times and had to wait until it was at its lowest point then jump to get back outside of it.  Oh and I did fall through the map into infinity once too when one of those dogs pinned me into a corner and I attempted to jump

Room layouts are sooo much better than before 8)

ggadwa

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Re: Web-Shooter Alpha 5
« Reply #2 on: December 22, 2016, 12:35:31 PM »
Very disturbing Brian ;-) I do like the weird dog things and kinda like the howling bleep noises they make, and the colours seem more complimentary and cohesive too!  Did you implement palettes or something?

Physics-wise, when trying to walk onto a lift I got stuck inside the lift a few times and had to wait until it was at its lowest point then jump to get back outside of it.  Oh and I did fall through the map into infinity once too when one of those dogs pinned me into a corner and I attempted to jump

Room layouts are sooo much better than before 8)

Yeah, there's a random "theme color" that becomes the highlight or main color on all the textures so they have a single look.  And I've already rebuild most of the map generating routines -- the platform (multiple story) generators are now truly random, include staircases, and only appear in certain areas so it doesn't overwhelm the map.

Physics -- yeah, problems abound.  Haven't really put more than the minimum amount of work into that, still working on generators.

[>] Brian

ggadwa

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Re: Web-Shooter Alpha 5
« Reply #3 on: January 12, 2017, 09:41:19 AM »
FYI:

My list of "things to do" is enormous, so I'm just concentrating on a couple things now.  I've been slowed down lately, but last drop was v2 of both map and model generation, and I'm working on the next version for both.  Maps now:

1. Have more random "paths" (i.e., each map has a start and end point)
2. More defined start + end points
3. Truly random platforms (they weren't random before)
4. Much better decorations
5. Better monster placement on paths

It's coming along, just slowly.  I think when I get further I'm going to work on actual monster AI so there can be different types of monsters.

[>] Brian

ggadwa

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Re: Web-Shooter Alpha 5
« Reply #4 on: January 21, 2017, 11:04:38 PM »
FYI:

The way I have been doing lighting -- for a long time -- was pretty old and was really suited back in the days when lighting was very limited by cards, which is not so much a problem.  So now I have finally gotten back to the lighting system and it's 100 times better.  No more pop-ups, lots of lights in a scene (up to 24 now), etc.

So now I'm working on a system of windows and small light sources around doors so they stick out better.  This will end up being v3 of the map generator.  Will have something to show in a week or so, depending on my time!

[>] Brian

ggadwa

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Re: Web-Shooter Alpha 5
« Reply #5 on: January 27, 2017, 01:15:37 PM »
FYI: Firefox and Chrome are now shipping WebGL2 implementations (which are much faster if you use the new stuff.)  So time to move up!  Safari tech preview has, too, but this leaves edge behind for now (FF/Chrome both shipping a feature is always my "move up" target.)

Modules is the last big change I'm waiting on.

[>] Brian