[HN Gopher] Equinox.space
       ___________________________________________________________________
        
       Equinox.space
        
       Author : fragmede
       Score  : 1085 points
       Date   : 2024-04-22 10:37 UTC (12 hours ago)
        
 (HTM) web link (equinox.space)
 (TXT) w3m dump (equinox.space)
        
       | guigui wrote:
       | Author here. Happy to answer any questions!
       | 
       | Some background info on the project:
       | https://littleworkshop.fr/projects/equinox/
        
         | fragmede wrote:
         | I'm blown away by being able to drop in on it on my smartphone
         | seamlessly! My phone got noticibly warm during play.
        
           | guigui wrote:
           | Thank you! Yes, making it available on mobile devices was one
           | of our priorities from the start (even though the desktop
           | experience remains the best one). Phones do tend to heat up
           | when rendering complex WebGL applications.
        
             | OccamsMirror wrote:
             | Looks amazing but unfortunately I couldn't get sound to
             | work on my iPhone. Tried toggling sound off and on and
             | still no go :(
        
               | hackton wrote:
               | Removing the Silent mode with the left button was the
               | trick for me (like with most mobile game btw)
        
             | taberiand wrote:
             | I played through on my phone (Android) too and it was very
             | smooth, suprisingly it didn't seem to cause significant
             | battery drain or overheating - it performed really well.
        
         | petepete wrote:
         | It's amazing, thank you. I really struggled without mouse
         | inversion but got there in the end.
        
         | Broussebar wrote:
         | Looks awesome, nice work. I have an unrelated question, on
         | little workshop's website I can see a petanque game that I
         | couldn't find online. Is there a way to play this game or was
         | it available only during an event?
        
           | franck wrote:
           | Thank you. The petanque game was only available for an event
           | and not publicly anyway, only for the client company's
           | employees.
        
         | felixarba wrote:
         | This is beautiful and very fun
        
         | izolate wrote:
         | Excellent! I had originally planned to give it a quick glance,
         | but I was so captivated, I had to see it through the end.
         | 
         | For those aspiring to become creative developers, could you
         | share any tips on which areas they should focus on?
        
           | guigui wrote:
           | Thanks! Congrats on making it to the end. This is too broad a
           | topic to cover here, but I'd say the most valuable skill is
           | the ability to constantly learn new tools and techniques.
        
           | davedx wrote:
           | For me babylonjs was a bit of a leap forward. Great engine +
           | tooling. Nice documentation with tons of examples for how to
           | do things. Besides that, experiment lots and lots! Be very
           | curious. And don't be afraid of 3D math.
        
         | larschdk wrote:
         | Could you put in an invert mouse Y-axis for us old farts?
        
           | ta1243 wrote:
           | What do you mean? I move the mouse (well trackpoint) up, and
           | I see the ceiling, same with the trackpad
        
             | masfuerte wrote:
             | In a plane you pull back on the joystick to go up.
        
               | ta1243 wrote:
               | I played 3D games back in the days of Quake and Duke
               | Nukem 3D and have never had a "move mouse down and view
               | goes up"
               | 
               | Joystick sure, but the last joystick I had was a 15 pin
               | DIN
        
               | mmh0000 wrote:
               | Here's the `invert mouse` setting from Quake2[1], though,
               | I know for certain that Duke3D and Doom had the same
               | option. I feel like every FPS I've ever played has had it
               | as an option.
               | 
               | Now, to be judgemental, anyone who enables the invert
               | option is an obvious psychopath. Although, to be fair,
               | everyone thinks I'm a psychopath for using Mouse2 for
               | Forward.
               | 
               | [1] http://www.quake2.com/kko/menu/options.jpg
        
               | adastra22 wrote:
               | Oh come on. I'm a pilot, or at least I spent a good deal
               | of time in flight training when I was younger. I'd rather
               | not mix systems, that's all.
        
               | wkat4242 wrote:
               | Yeah screwing with your muscle memory is a really bad
               | thing to do for pilots because that will be there for you
               | when you need it the most.
        
               | Narishma wrote:
               | Doom didn't, since it didn't support looking up and down.
        
               | rzzzt wrote:
               | "Shearing" was added for up-down look in Heretic, for the
               | non-Doom engine descendants Duke Nukem 3D and Rise of The
               | Triad supported it as well. I don't remember if it could
               | be bound to mouse movement in any of these games.
        
               | MisterTea wrote:
               | They were bound to keys for the DOS versions from memory.
               | Forget when the mouse look was supported but the view was
               | highly distorted so mostly useless until later ports
               | enabled proper 3d rendering.
        
               | tslater2006 wrote:
               | No need for a plane, works that way for my head in real
               | life too :) tilt your head back and you look up
        
             | squarefoot wrote:
             | Some people are more comfortable with mouse inversion, that
             | is also my case; I read years ago somewhere that it is
             | subjective and depends on how we "see" the scene in our
             | brain, like 1st person or projected 3rd person (or
             | something similar, don't take my words to the letter)
             | anyway the number of people that would find games without
             | mouse inversion next to unplayable is very high, therefore
             | adding the option makes sense, and many games in fact have
             | it.
        
               | wigster wrote:
               | i always thought it was people of a certain age who
               | required inversion (i include myself here) because the
               | first 3d games were flight sims, so pulling back on
               | stick/down goes up etc.
        
               | seanhunter wrote:
               | Yeah it's not an age thing. My wife does the inverted
               | thing whereas I do the correct way and we're basically
               | the same age.
        
               | dustyduster wrote:
               | > do the correct way
               | 
               | Careful, with that attitude you might not have a wife for
               | long.
        
               | natebc wrote:
               | or friends!
               | 
               | everybody knows inverted is correct anyways.
        
               | recursive wrote:
               | I've never really played a flight sim, but I can't get my
               | head into non-inverted. Maybe if I spent a dozen hours, I
               | could do it, but why would I?
        
               | burntwater wrote:
               | At least for me, I've always associated preferring mouse
               | inversion with growing up handling BB guns. When you're
               | lifting a rifle up, you are pulling back/contracting on
               | the right arm. When aiming, to go up you nudge the right
               | hand down, or nudge up to point down.
        
               | recursive wrote:
               | To look down IRL, I move my head forward. Makes sense to
               | me.
        
               | ijxjdffnkkpp wrote:
               | I got used to normal look controls with practice but lots
               | of 2005ish console games have inverted controls as
               | defaults. I started a playthrough of The Legend of Zelda:
               | Twilight Princess on Gamecube to find that is has
               | inverted left/right camera controls as the default. Also,
               | GoldenEye 007 for the N64 has inverted up/down camera
               | controls (if I remember correctly). If you're a certain
               | age, you lived through a time when there was not an
               | accepted default control scheme so console games just
               | picked defaults and moved on. We got used to those
               | defaults. There was a period of time where choice of
               | selection of up/down inversion was seen as a must-have to
               | even play a game (multiplayer split screen) and zero
               | discussion or complaints would arise over 2-3 minutes of
               | everyone (all 4 of us) setting their controls after every
               | console reset. Eventually non-inverted controls became
               | the accepted default. This likely happened during a time
               | that many of us gamed less so we might not have the
               | muscle memory of relearning the new defaults. That's my
               | experience on the whole thing anyway.
        
               | tslater2006 wrote:
               | I could see this. Like obviously I live first person, and
               | when I want to look up I pull my head back, to look down
               | I push my head forward. Similarly I expect pushing my
               | mouse forward (up) to look down and pulling my mouse back
               | (down) to look up.
        
             | adastra22 wrote:
             | That's the opposite of how a real life joystick works, so
             | some people don't find it intuitive.
        
             | MisterTea wrote:
             | If I grab your head and pull back you would be looking at
             | the ceiling. If I pushed your head forwards you would be
             | looking at the floor. This is how mice should work. Touch
             | devices screwed that up and are heresy.
        
           | guigui wrote:
           | Yes, sorry. That's one of the many little features that we
           | wanted to add but didn't make the cut. We may add this in a
           | future update.
        
         | tambourine_man wrote:
         | Excellent work, works great on mobile, which is rare for a web
         | game
        
           | guigui wrote:
           | Thanks, making it available and actually playable on mobile
           | was definitely a challenge. One of our inspiration for the
           | mobile controls was the iOS version of the game The Witness.
        
         | cloudking wrote:
         | Amazing work! How did you get the 3D engine to work so
         | smoothly? Is this three.js?
        
           | guigui wrote:
           | Yes, it's running on Three.js. This comment from co-author
           | Franck roughly sums it up:
           | https://news.ycombinator.com/item?id=40114297
        
         | iainmerrick wrote:
         | I'm really impressed by the visual and audio design, and the
         | graphics and audio implementation too. It's great that it loads
         | quickly - far too many online 3D games are stuck behind lengthy
         | loading screens.
         | 
         | How big was the team and how long did it take to make it?
        
           | guigui wrote:
           | Thanks, this was done by a team of only 2 people over a span
           | of 1.5 years, working on it intermittently between client
           | projects, totaling approximately 5-6 months of work.
        
             | iainmerrick wrote:
             | Wow, my guess was more like 4-6 people for a year. You guys
             | are impressively multi-talented!
        
         | Jugurtha wrote:
         | I booked first class but your system is buggy and put me in
         | economy; now I'm stuck because I wasn't in the escape pod!
         | 
         | Someone should start a space ride hailing service. I bet the
         | pod was yellow.
        
         | leetrout wrote:
         | Lots of great projects. How can I experience TRACK in VR? I
         | opened the site in my Quest 3 browser but it says webvr not
         | supported.
        
           | franck wrote:
           | About TRACK, sorry, the experience was released in 2018 and
           | we need to update it so that it works with the WebXR API.
        
             | leetrout wrote:
             | Ah! Ok, thanks for the reply!
        
         | donbrae wrote:
         | Ah, you also did the Transmit 3D truck for the Panic website.
         | Nice work!
        
           | franck wrote:
           | Thank you!
        
         | modeless wrote:
         | Unfortunately it is very stuttery on my Pixel 7 Pro, looks
         | awesome though
        
           | guigui wrote:
           | Sorry to hear that. That's weird, because we tested on a
           | Pixel 3 and had decent performance.
        
             | modeless wrote:
             | Yeah, it's not due to poor rendering performance. I can see
             | it running at full frame rate between stutters. It may be
             | some kind of timing issue? Here's a video of the problem:
             | https://x.com/modeless/status/1782432663649087917
        
               | MartinoPalmitos wrote:
               | I have the same phone (Pixel 7 Pro) and I have the same
               | issue
               | 
               | tried Brave + Chrome with same results
        
             | 01HNNWZ0MV43FF wrote:
             | Oh weird. My pixel 4a on Firefox felt like it was not
             | hitting 60. The audio was fine and it was playable but I
             | couldn't find the cockpit so I gave up
        
           | BHSPitMonkey wrote:
           | Seems great on my 6 (Firefox).
        
         | Gr4phTh3ory wrote:
         | Could you increase the range for the mouse sensitivity option?
         | I'm finding that even maxing it out results in painfully slow
         | look speed.
        
           | kevincox wrote:
           | I've found that `localStorage.mouseSensivity = 4` (the
           | default max is 1) seems to set it to about the right amount.
           | However mouse movement is now very jumpy. It seems that
           | individual mouse events are visible and mouse acceleration
           | curves cause very unpleasant behaviour.
           | 
           | Maybe it is something to a high resolution screen, so one CSS
           | pixel is actually quite large?
        
           | RDaneel0livaw wrote:
           | Same here! My mouse arm is getting a workout lifting and
           | recentering 5 times per turn lol.
        
         | paulrouget wrote:
         | Hey :) I see you guys everywhere nowadays. Congrats, and happy
         | to see you keep on doing amazing things!
        
           | guigui wrote:
           | Thanks, old friend. Always a pleasure to build cool stuff for
           | a web browser, like in the good old days. ;)
        
           | franck wrote:
           | Merci Paul :) happy to see your comment!
        
         | russdill wrote:
         | On Linux/Chrome mouse look keeps snapping back. It's really
         | frustrating and makes it unplayable for me
        
           | loeg wrote:
           | I'm also on Linux Chrome but not experiencing that.
        
           | guigui wrote:
           | Sorry about that. Does it happen also on this three.js
           | example? https://threejs.org/examples/?q=pointerlock#misc_con
           | trols_po...
           | 
           | You can try to change the controls mode in the in-game menu
           | (ESC key).
        
             | russdill wrote:
             | The threejs pointer demo works great. Here's what I'm
             | seeing in game:
             | 
             | https://i.imgur.com/YX2OqXz.mp4
             | 
             | Not sure if it matters, but I have multiple monitors
        
         | smarri wrote:
         | Love the project. How long did it take for you to conceive and
         | launch? What tools or platforms would you recommend to use for
         | anyone interested in a similar project? Thanks
        
           | guigui wrote:
           | It roughly took 5-6 months in total over a span of 1-2 years
           | (we paused development several times to work on client
           | projects). I recommend diving into Three.js (or other WebGL
           | libraries), and learning Blender or similar to create your
           | own 3D scenes.
        
         | iamcreasy wrote:
         | Thank you for building it. Did you guys use Unity? The startup
         | time is very low.
        
           | guigui wrote:
           | The project runs on Three.js, a JavaScript WebGL library,
           | which explains the low startup time.
        
           | Operyl wrote:
           | No, they used Three.js among other things. Startup time was
           | fast here, it's probably just how long it takes you to
           | download the game assets that determines speed in the end.
        
         | drittich wrote:
         | Someone else mentioned babylon.js in this thread. Did you
         | evaluate that and choose three.js over it?
        
           | guigui wrote:
           | Babylon would have been a perfectly good choice to build this
           | experience, but we have a preference for the three.js API.
        
         | rkagerer wrote:
         | Played on Chrome on my Android phone in portrait mode, and the
         | whole game I felt it was too zoomed in.
         | 
         | I was suspicious of that AI the whole time. Like, did it get
         | sent into this asteroid field on purpose to destroy it because
         | it was a threat? Were there other unconscious passengers locked
         | in those rooms and if I died following some risky instruction
         | would it simply wake the next one up? How could it practically
         | see through my eyes and would I turn out to be an automated
         | drone?
         | 
         | Would have liked a bit more subplot to explore. Eg. Fix the
         | spinning satellite to utilize the Comms station. Gain access to
         | the third floor in the lift. Poke around the AI control room to
         | uncover sabotage.
         | 
         | Maybe I just missed some discoveries on my playthrough.
        
           | guigui wrote:
           | All valid points, and I completely agree that the narrative
           | could have a bit more depth to it. I really wish there were
           | more puzzles to solve. However, at the end of the day, we had
           | to keep the scope under control, which was already quite
           | large for a two-person team.
        
             | yayitswei wrote:
             | Congrats on shipping! I enjoyed my playthrough. I suspect
             | it's the perfect length for blowing up on HN, since there's
             | an emotional payoff for completing the game and if it were
             | any longer, less people would complete it.
        
           | GuB-42 wrote:
           | I also found the AI suspicious for a different reason. That
           | is that it has its own agenda and is using me to do what it
           | is not allowed to do. For some reason, the AI is not able to
           | initiate a hyperspace jump, cannot bypass access, but can
           | maneuver the ship through an asteroid field. As if it was not
           | completely trusted.
           | 
           | And now, everyone else is gone, and I am getting ordered
           | around by an AI, maybe because the AI considered me the
           | easiest one to manipulate, maybe the AI deliberately entered
           | the asteroid field to that goal.
           | 
           | Edit:
           | 
           | And I don't think the game really needs more content. It is
           | not a big budget AAA production after all. What it could
           | benefit from however is maybe some hints to something bigger.
           | Things like personal items, messages on screen, maps, ads,
           | writings on the wall, etc... It doesn't have to connect to a
           | big story, but just hint that there is something, even if it
           | is all bluff.
        
         | dcormier wrote:
         | I enjoyed it, but in Safari on iOS there was no sound at any
         | point. I checked my device volume. I toggled the game option
         | for sound on and off.
         | 
         | It just occurred to me that it may be because I have my phone
         | ringer set to silent. That is indeed what caused it, which is
         | not great as I don't want notifications to be making noise.
         | 
         | It also felt slightly too zoomed in (I even attempted to zoom
         | out using my fingers).
        
           | guigui wrote:
           | Thanks, we'll keep this in mind for a possible future
           | version.
        
           | joemi wrote:
           | > It just occurred to me that it may be because I have my
           | phone ringer set to silent. That is indeed what caused it,
           | which is not great as I don't want notifications to be making
           | noise.
           | 
           | I'm pretty sure that's the way it should be, isn't it?
           | Whenever I want something/anything/everything to not make
           | noise on my phone, I set it to silent. It's been that way
           | since the very first iphone I ever owned (I think it was the
           | 4).
        
         | gr8r wrote:
         | fantastic work!
         | 
         | also game is tough? waiting for the walkthroughs lol
        
         | armanr7 wrote:
         | Super impressive. I wish I could play any video game on the web
         | like this. How long did this take to build?
        
           | guigui wrote:
           | Thank you. Answered here:
           | https://news.ycombinator.com/item?id=40114774
        
         | sgt wrote:
         | I can't wait 2500 years, are there hibernation pods anywhere on
         | the ship?
        
           | winnie_ua wrote:
           | Nope, but there is cafeteria :-P
        
         | grdeken wrote:
         | Really impressive, congratulations. How many hours of TLC went
         | into building this?
        
         | bbarnett wrote:
         | Running firefox + linux. Mouse works fine in mouse only mode,
         | in gamer/keyboard+mouse, the mouse is out of control. Often,
         | moving the mouse in any direction, moves the mouse continuously
         | left (for example). Other times, the tiniest twitch moves the
         | screen in crazy flying loops.
         | 
         | Tried the speed setting down to 10, barely made a difference.
         | 
         | Not sure if other FF users are experiencing the same thing?
         | 
         | edit:
         | 
         | Just finished it... Good game! I hope you expand it, because
         | you've definitely got something fun here.
        
         | GiorgioG wrote:
         | That was fun - thanks!
        
         | FrustratedMonky wrote:
         | Really nice, smooth. If this is hobby project, it is amazing.
         | It is pretty good for an indie game. Real half-life/portal
         | feel.
        
         | adamredwoods wrote:
         | Super cool escape-room-esque game! I wish though, that the
         | click-to-walk was a bit more pre-defined paths. For example, If
         | I click on a spot thinking I could interact with it, I walk to
         | the wall and am now so close to the wall that it becomes
         | disorientating, and I have to click back to view the room.
        
         | quicon wrote:
         | Congratulations, I really enjoyed it. I never play videogames
         | and I'm on mobile, but I engaged instantly.
        
           | windowshopping wrote:
           | Maybe you _should_ play videogames....seems you would enjoy
           | them.
        
         | bdastous wrote:
         | Please add a "reverse y-axis" option for mouselook!
        
         | qwertox wrote:
         | This was awesome.
         | 
         | I was concerned that it would continue after the warp, because
         | I knew I would not have been able to stop playing. 100% pure
         | fun while it lasted.
        
         | _HMCB_ wrote:
         | This is the most amazing experience I've ever had on the web.
         | Bar none. I'm blown away.
        
           | franck wrote:
           | Thank you for your kind words, we really appreciate it.
        
         | wkat4242 wrote:
         | Thanks for sharing this here! I'll try it tomorrow as it's late
         | night here.
         | 
         | Sorry to see this post is getting spam bombed for some reason
         | :( Because it's one of the most interesting things I saw in the
         | last days
        
           | BalinKing wrote:
           | A bunch of other posts on the front page are getting
           | bombarded with these spam messages too... I figure dang is
           | probably aware by now (although idk what specific measures HN
           | has against this sort of thing).
        
         | appel wrote:
         | I'm probably showing my age, but I'm just at awe what is
         | possible in a browser in this day and age. Well done, OP. I'd
         | love a hashed out, full length version of this, but with the
         | same vector graphics.
        
         | nickjj wrote:
         | I especially liked the "Connecting..." sound. It's inescapable
         | even in the future!
        
       | natkiny wrote:
       | Nice work !!
        
       | hackton wrote:
       | I am very much impressed by this project. The smoothly rendering
       | on the browser, stunning graphics and captivating music create an
       | immersive journey. And I always love to discover some Easter
       | eggs. Bravo!
        
         | guigui wrote:
         | Thanks hackton. Really appreciate it!
         | 
         | While creating Equinox, it frequently felt like we were working
         | on tiny details that hardly anyone would notice. But ultimately
         | I believe that immersion largely relies on the accumulation of
         | all these small additions.
        
           | desdenova wrote:
           | The sarcastic remarks from the computer were definitely
           | great.
        
       | the_real_cher wrote:
       | very cool! it delayed me getting out of bed for 15 minutes.
       | worked great on android phone.
       | 
       | great atmosphere music graphics and sense of humour.
       | 
       | is 3js the only technology you all used to make this?
        
         | franck wrote:
         | Thanks for the feedback! We used the Three.js WebGL library and
         | a custom-built game engine for the various interactions,
         | pathfinding and game logic. We modeled the scenes in Blender
         | and SideFX Houdini, and also baked lightmaps with Blender.
        
           | abj wrote:
           | Amazing job! Any specific settings in Three.js you used to
           | get the great mobile performance? Really interested in seeing
           | anything you'd like to share about how you optimized
           | performance. Amazing work!
        
             | franck wrote:
             | Thanks!
             | 
             | Nothing specific regarding mobile but we worked on
             | rendering optimizations quite a bit to make the experience
             | smooth. Most notably the render pipeline is based on MRT
             | (Multiple Render Targets) which renders multiple frames at
             | the same time, which is great when doing post-processing
             | stuff. Also we made sure to keep the number of draw calls
             | quite low by merging static objects. There is also a lot of
             | culling going on, hiding rooms that are not visible.
             | 
             | We'll probably post more technical details on X in the
             | coming days/weeks, be sure to follow us if you're
             | interested.
        
           | the_real_cher wrote:
           | Awewome thx for the info. Its inspiring.
        
           | winnie_ua wrote:
           | I've noticed that pathfinding works on mobile mode!
           | 
           | I was impressed that it is present there. I would expect
           | camer to fly directly to target location.
        
       | ryukoposting wrote:
       | At breakfast so I can't play right now, but those are some
       | buttery-smooth animations on a new Android running Firefox. Nice
       | work.
        
         | mikae1 wrote:
         | The only thing I'm seeing is a spinning globe on FF for
         | Android. Smooth, but I guess I'm missing something...
        
           | KineticLensman wrote:
           | I had to switch to Edge to get it to work.
           | 
           | Can't find that damned access token though.
        
             | alalp wrote:
             | Check the storage room accessible from the main "hub"
        
           | franck wrote:
           | Thanks for the bug report. We'll have to figure out what
           | could be causing this issue.
        
             | mikae1 wrote:
             | To be precise, Mull browser (a Firefox fork).
        
               | burkaman wrote:
               | Mull probably has WebGL disabled as an anti-
               | fingerprinting measure.
        
             | bscphil wrote:
             | I experienced this in Librewolf as well, it happens when
             | WebGL is disabled. Should probably present a visible error
             | to the user when this happens.
        
           | alje wrote:
           | That was also the case for me (FF for Android), and I
           | eventually found that I have WebGl disabled by default.
           | Everything worked as expected after I resumed. FF animations
           | run quite smoothly. Good work for developers.
        
       | reaperman wrote:
       | Delightful experience from start to finish. Thanks for showing
       | what web apps are capable of at the moment. It would make sense
       | to title this "Show HN: "
        
         | asicsp wrote:
         | Show HN is for authors submitting their own work...
        
         | franck wrote:
         | Thanks! About "Show HN:", we would have done so but someone
         | else posted it so we have no control over the title.
        
         | echoangle wrote:
         | It would only be Show HN if OP were the creator, which they are
         | not, I think.
        
       | carlnewton wrote:
       | This is amazing! The visual style is stunning. This actually
       | comes very close to a style of game I've wanted to exist for a
       | long time. The premise being this: You're on a ship going between
       | destinations, but there's no light-speed shortcut, or jump-cut to
       | the destination. Instead, you have to maintain the ship for the
       | entire duration of the journey. Making sacrifices in power and
       | computing ability to resolve problems that occur throughout the
       | ship.
        
         | ta1243 wrote:
         | Just had a few seconds, A/D is strafing as I'd expect
        
           | carlnewton wrote:
           | I just opened it again to make sure I wasn't imaginging it.
           | Oddly enough, A works to strafe left for me, but D doesn't
           | work to strafe right. I'm using Firefox 121.0.
           | 
           | Edit: ignore me! It's one of my plugins!
        
             | cess11 wrote:
             | If someone is using Vimium or something similar and aren't
             | aware yet, entering input mode, usually 'i', will let key-
             | presses slip by the plugin input parser and go straight to
             | the web page.
        
         | franck wrote:
         | Thank you, glad you enjoyed it! I like your idea a lot, I would
         | definitely play this.
        
         | peddling-brink wrote:
         | That sounds similar to a sub-plot in Children of Time by Adrian
         | Tchaikovsky. Very interesting book!
        
           | carlnewton wrote:
           | I've never heard of it, but I'm on the lookout for a new sci-
           | fi read, so I think I'll get it! Thanks!
        
             | SamBam wrote:
             | Don't read it if you're terrified of spiders. Otherwise,
             | it's a great book.
        
               | joshstrange wrote:
               | I hate spiders but I was able to get past it for this
               | series. That and A Deepness in the Sky.
        
         | RA2lover wrote:
         | See Tharsis
         | (https://store.steampowered.com/app/323060/Tharsis/) and
         | Seedship (https://johnayliff.itch.io/seedship).
        
           | winnie_ua wrote:
           | Wow. I didn't know that Seedship is available in browser.
           | 
           | Played it on Android long time ago.
        
         | rom16384 wrote:
         | This game reminds me of the 90's FMV game Mission Critical [1]
         | 
         | [1] https://en.wikipedia.org/wiki/Mission_Critical_(video_game)
        
         | FragmentShader wrote:
         | > you have to maintain the ship for the entire duration of the
         | journey. Making sacrifices in power and computing ability to
         | resolve problems that occur throughout the ship.
         | 
         | There's a multiplayer game where you get in a match and play
         | tiny minigames where you fix the issues of the ship, and once
         | you fix them all, you win.
         | 
         | The twist is, there is an assasin among all players, and his
         | goal is to sabotage your ship even more and to kill everyone,
         | without getting caught. So the duration of the journey is only
         | based on how quick you either fix the ship, find the impostor
         | or die.
         | 
         | Wish I could remember the name, it was pretty popular during
         | the pandemic.
        
           | TimSchumann wrote:
           | I think you're thinking of Among Us.
           | 
           | https://en.wikipedia.org/wiki/Among_Us
        
             | FragmentShader wrote:
             | Yeah! Thanks :)
        
           | daelon wrote:
           | https://spacestation13.com/ maybe?
        
             | ZeWaka wrote:
             | Yeah this isn't the right game, but is much closer to a
             | full game based on that idea than among us.
        
           | 0xEF wrote:
           | Are you thinking of SpaceTeam? We had a ton of fun with this
           | game at a previous job.
           | 
           | https://play.google.com/store/apps/details?id=com.sleepingbe.
           | ..
        
             | 0xEF wrote:
             | Scratch that, I missed a paragraph in OP's post about the
             | assassin. Definitely _not_ SpaceTeam and more likely Among
             | Us.
             | 
             | Give SpaceTeam a try anyway. You have to love a game that
             | bills itself as a "cooperative shouting game."
        
               | rzzzt wrote:
               | Spaceteam also exists as a physical card game, the
               | mechanics seem to be a bit different from the app (not
               | sure which one of them was released first) but is still
               | lots of fun and shouting.
        
           | rkagerer wrote:
           | Among Us.
           | 
           | I tried it once and was looking forward to it, but it was
           | just a bunch of kids running around with no coordination
           | whatsoever killing each other. After a few plays I asked
           | Steam for a refund. Maybe I was doing it wrong and should
           | have tried it with friends.
        
             | OkayPhysicist wrote:
             | Yeah, random lobbies are absolutely unplayable. Lobbies
             | that are coordinated in some public Discord server tend to
             | be a coinflip if they're going to be passable or not. But
             | the game really shines when you have a core group of people
             | to play with that all engage with it in good faith.
             | 
             | Of course, all those groups burnt out on the game after
             | playing way too much of it over the pandemic, so it is what
             | it is.
        
             | helboi4 wrote:
             | I've only played among us as in private lobbies with
             | friends to have fun during the pandemic. That's why it was
             | so popular. Would never think to play it online with
             | strangers. There's really not much to it its just about as
             | complex as a simple boardgame. It was just a way to easily
             | socialise with everyone you knew even if they weren't a
             | hardcore gamer during lockdown.
        
               | bombcar wrote:
               | Online boardgames is a good way to look at it -
               | https://www.fantasyflightgames.com/en/products/red-
               | november/ and similar for example
        
             | FragmentShader wrote:
             | I played mostly with friends and it was fun.
             | 
             | When I first got into public lobbies - yeah, everybody was
             | a kid and the first color shouted into the chat would get
             | kicked.
             | 
             | The trick I found was to switch the search language to
             | English as I was in European servers with my native
             | language. That way, I would match with Europeans that
             | manually changed their language to English as well... or
             | just british kids.
             | 
             | Anyways, it got way better, no more "red is sus" and then
             | kicking without proof. But then everyone was too rude.
             | People always got EXTREMELY angry when I found who the
             | impostors were by either using the cameras or just
             | remembering who was with who + kill spots + behaviour.
             | Like, we win the game because I confirmed the users were
             | impostors based on actual proof, then they cuss me and ban
             | me from the lobby!
             | 
             | So, yeah, I kinda not played much in public lobbies for
             | these reasons. But with friends it was fun!
        
           | michaelmior wrote:
           | Not the game you were thinking of, but Spaceteam is a very
           | fun game with a related premise. You're flying a ship and the
           | ship is breaking down so you need to activate the right
           | controls to keep it moving.
           | 
           | The ship will tell you what controls need to be activate, but
           | the catch is that each player only has access to a portion of
           | the controls, but will receive instructions for all them. Cue
           | lots of yelling back and forth to try to communicate the
           | appropriate directions :)
        
           | FrontierProject wrote:
           | Space Station 13 is a much deeper take on a similar premise.
        
         | nmarinov wrote:
         | FTL: Faster Than Light is sort of similar to your premise but
         | the style is very different - it's a roguelike RTS.
         | 
         | https://subsetgames.com/ftl.html
         | 
         | > In FTL you experience the atmosphere of running a spaceship
         | trying to save the galaxy. It's a dangerous mission, with every
         | encounter presenting a unique challenge with multiple
         | solutions.
         | 
         | > What will you do if a heavy missile barrage shuts down your
         | shields?
         | 
         | > - Reroute all power to the engines in an attempt to escape?
         | 
         | > - Power up additional weapons to blow your enemy out of the
         | sky?
         | 
         | > - Or take the fight to them with a boarding party?
        
         | jrrv wrote:
         | I have pages of notes for a game like this that I've been
         | thinking about since university, largely inspired by Battlestar
         | Galactica and The Expanse. This game reminded me of it too,
         | maybe I'll get to it one day.
        
         | buzzy_hacker wrote:
         | > You're on a ship going between destinations, but there's no
         | light-speed shortcut, or jump-cut to the destination. Instead,
         | you have to maintain the ship for the entire duration of the
         | journey.
         | 
         | Neptune's Pride [0] is a fantastic real-time strategy game that
         | has this feature without the maintenance part. You play the
         | game over the course of days instead of minutes or hours. And
         | it may take hours for your ships to reach their destinations. A
         | ton of fun with friends.
         | 
         | [0] https://np.ironhelmet.com/#landing
        
         | gr8r wrote:
         | had my vote at the landing page
        
         | davidw wrote:
         | > the entire duration of the journey
         | 
         | Sounds a bit like 'Desert Bus'
         | 
         | https://www.newyorker.com/tech/annals-of-technology/desert-b...
        
         | LanternLight83 wrote:
         | Sunless Seas and Sunless Skys are two narrative-driven games in
         | the Fallen London universe which otherwise hit a lot of these
         | beats.
        
       | Gulthor wrote:
       | A finely crafted piece of art. Out of curiosity, do you plan to
       | make this project open source? I'd be curious to learn about some
       | the technical details.
        
         | franck wrote:
         | Thanks, I'm glad you enjoyed it. We have no plans for open
         | sourcing it at the moment. We'll tweet more details on how we
         | made it, soon-ish.
        
       | desdenova wrote:
       | Looks amazing, great work.
       | 
       | One suggestion: add the option to invert the touch camera
       | controls. It feels weird to rotate the world rather than the
       | camera in a first person game, and I'm constantly rotating in the
       | opposite direction than intended.
        
         | franck wrote:
         | Thank you! This is a feature we are planning to add in the near
         | future. We used the same controls as Google Maps street view
         | but perhaps for a game it can feel a bit weird.
        
       | gamebak wrote:
       | amazing to see this working with decent frames in the browser,
       | congrats!
        
       | ydnaclementine wrote:
       | Really good, and the music after the first thing that doesn't go
       | as expected is particularly good.
        
         | franck wrote:
         | Thanks for the music appreciation, it means a lot!
        
       | soci wrote:
       | awesome piece of work. ai can't find the cockpit though.
        
         | franck wrote:
         | Thank you. Hint: look for a door which doesn't look like the
         | others in the central hub.
        
           | addandsubtract wrote:
           | It's not in the hub, though. You have to go past the hub
           | first.
        
           | enigmashot wrote:
           | i found the little yellow thing in that room and i was
           | expecting it to enable the elevator but no luck.. what am i
           | missing?
        
             | efilife wrote:
             | behind the "restricted door" you will find another door
             | that leads to the cockpit
        
               | soci wrote:
               | I tried to open another door with Restricted title in it
               | and didn't open. I assumed all "restricted" doors would
               | have the same fate.
        
           | soci wrote:
           | Thank you. While I really want to check your hint, I won't.
           | Since there's no way to save progress this would be my fourth
           | attempt to play the game from the start [1]. Maybe saving
           | status would have it make it different for me. Please, don't
           | take me wrong, the game looks amazing, reminds me of the old
           | times of Mac Classic gaming, but I'm no gamer.
           | 
           | [1] I'm on an iphone, and I always tapped back to get to HN
           | again so I lost progress every time I tried your game.
        
       | tmilard wrote:
       | Very nice graphics and design. I wonder who would ne the client
       | for such a 3D game. And how much (about) it cost to build such a
       | game.
        
       | tarr11 wrote:
       | here's another one by the same studio
       | 
       | https://demos.littleworkshop.fr/infinitown
        
       | hammock wrote:
       | Hollywood level storytelling ,visual and sound design. Nice job.
       | The music was great
        
       | jordemort wrote:
       | I'm sure it's not the fault of the game, but this straight-up
       | crashed my machine after about a minute of play. Screen froze,
       | everything went unresponsive for a couple seconds, then I got
       | about half a second of a pure magenta screen, and my machine
       | rebooted. M1 Pro Macbook Pro, Sonoma 14.4.1, Firefox 125.0.1.
        
         | jordemort wrote:
         | Doesn't seem like the crash is repeating itself. Now it is
         | running fine. The first time through, it died right after I was
         | told to open the door but right before the door became
         | openable.
        
         | rafram wrote:
         | > then I got about half a second of a pure magenta screen
         | 
         | That's an Apple hardware classic. Sorry to report that your GPU
         | might be shot. (Hopefully it was just a one-time fault,
         | though.)
        
           | Ono-Sendai wrote:
           | Nah probably buggy Mac OpenGL drivers
        
           | jordemort wrote:
           | It would be a shame, just a tragedy, if this machine suffered
           | catastrophic hardware failure with 3 months left on my
           | AppleCare contract :)
        
             | dev-tacular wrote:
             | Oh no! How will you ever recover? /s
        
             | swozey wrote:
             | I'm on a 14" M1 Max from 12/2021 and my AC+ expires in
             | 2025. I'm pretty sure you can buy it right before your
             | warranty expires to extend it. But maybe you bought 1 year
             | of AC+ and can't extend it after?
             | 
             | This was my first AC+ purchase.
             | 
             | Also my battery has been at 79% Service Battery health for
             | about a year. I forgot to use AlDente to limit the battery
             | to 80% but do it now and it hasn't gone down.
             | 
             | edit: Jesus I just realized 2025 is next year. Totally
             | thought I had like 3 years left.. nevermind..
        
       | rvba wrote:
       | Reminds me a bit by "mystery of time and space" flash game. That
       | someone is rewriting in html5
       | 
       | https://github.com/calculuswhiz/HTML5-MOTAS
        
       | jeroen79 wrote:
       | very nice concept!
        
       | elwell wrote:
       | Music reminded me slightly of Perfect Dark.
       | 
       | Waking up on a spaceship reminded me of The Journeyman Project.
        
         | mare5x wrote:
         | The music reminded me of Super Hexagon.
        
         | franck wrote:
         | Oh I loved the Journeyman Project as a kid and I didn't think
         | of it at all when creating Equinox, but thanks to your comment
         | I'm now starting to think it had some unconscious influence!
        
       | whitepaint wrote:
       | I never play games but this was actually fun. Are there PC games
       | that have a similar concept that can run on not a very powerful
       | laptop?
        
         | degenerate wrote:
         | You would likely enjoy Myst:
         | https://www.gog.com/en/game/myst_masterpiece_edition
         | 
         | Related HN thread:
         | https://news.ycombinator.com/item?id=18058991
        
         | timnetworks wrote:
         | Stanley Parable / Dr. Langeskov, The Tiger, and The Terribly
         | Cursed Emerald: A Whirlwind Heist are two (from the same devs)
         | that stand out in recent memory. Myst (and Riven and there are
         | like six total ending with a fully 3d Obduction) are cult
         | classics and already referenced.
        
         | qingcharles wrote:
         | There's a few like this on Sandbox that work fine on my 13 year
         | old Lenovo PC:
         | 
         | https://sandbox.game/
        
       | nexoft wrote:
       | bien joue!
        
       | workingdog wrote:
       | When I learned my fellow passengers had escaped, I knew this game
       | was for me. I love a bit of fun without ghoulish death.
        
       | ijontic wrote:
       | That's so good! I haven't played a computer game in ages. But the
       | atmosphere here, the graphics, the sound captivated me from the
       | beginning. And soon enough, I felt that desire again, to solve
       | the next puzzle... just like the last time in the 90s... um...
       | with Simon the Sorcerer. Thank you for that!
        
         | franck wrote:
         | Wow thank you, this comment made my day. Really glad that our
         | little project could make you experience that feeling again!
         | Adventure games from the 90s definitely played their part as an
         | inspiration for this.
        
           | the_duke wrote:
           | If this was a demo for a full-fledged game, I would have
           | bought the game immediately.
        
         | duckmysick wrote:
         | > Simon the Sorcerer
         | 
         | Well done, I haven't heard that name for close to 30 years.
         | Brings back good memories.
        
       | ikt wrote:
       | this is amazing
       | 
       | anyone have a solution for turning the power generator on? I
       | matched the squares with the tetris style symbols on the power
       | generator but then nothing happened :S
        
         | jasonsb wrote:
         | You have to match the colors as well.
        
           | ikt wrote:
           | ty!
        
           | SamBam wrote:
           | It's a classically-done puzzle with a classic hint. One of
           | the colors is correct, so if you just put in all the shapes
           | that are in front of each console, _one_ core starts
           | spinning. That triggers you to understand that you 're part-
           | way there but are missing something.
           | 
           | It's nice when puzzle creators take the time to scaffold
           | their puzzles.
        
             | w-ll wrote:
             | I had to come to the comments, i was looking for the hint,
             | but the shape being the same drab blue made me miss it. i
             | noticed the rings colors, but not the shape
        
         | linuxguy2 wrote:
         | Did you match colors too?
        
         | simne wrote:
         | I've tried few things, even written script to show all possible
         | configurations.
         | 
         | But once, I seen tetris style symbol on sector illuminated by
         | red color.
         | 
         | I remembered symbol and check consoles until found red console,
         | and enter there shape....
        
           | simne wrote:
           | BTW just for fun, my perl script:
           | 
           | perl -e 'for ($num = 0; $num <256; $num++) { $width = 8;
           | printf("%*b\n", $width, $num) }'
        
       | harpiaharpyja wrote:
       | It sounds like other people have gotten this to work. For me it
       | just hangs on "Launching..."
        
       | Oras wrote:
       | That modem sound!
        
       | lxe wrote:
       | Very polished throughout. I wouldn't mind playing a full length
       | puzzle adventure like this in the browser.
        
       | ilvez wrote:
       | Was playing in mobile and constantly wanted to zoom out, because
       | the view was too narrow.
        
       | jasonjmcghee wrote:
       | Bug report:
       | 
       | On iOS, I rotated to landscape and then portrait and it became
       | permanently zoomed in. (even when I rotated back to landscape)
        
         | guigui wrote:
         | Thanks, we'll look into it.
        
       | justsomehnguy wrote:
       | Got me Von Braun flashbacks.
       | 
       | 4k rendering is slow on the integrated Ryzen 3 machine. Any way
       | to lower rendering resolution?
       | 
       | Mobile FF just hangs after trying to load.
        
       | 999900000999 wrote:
       | Great performance running on Android mobile!
       | 
       | I'd legit pay 10$ for this, let it be an episodic adventure!
        
       | nathell wrote:
       | Where do I donate to the authors?
        
       | timnetworks wrote:
       | Runs right in a browser, Linux/Firefox. Game devs, take note!
        
       | nharada wrote:
       | Really awesome, well done!
        
       | thelittleone wrote:
       | Oh damn.. I played it out... got me invested in this guys
       | soul.... and ready to hand over some $. Was engaging and fun.
       | Super inspiring.
        
       | maerF0x0 wrote:
       | Sierra/Vivendi/Activision/Microsoft should revive the Space Quest
       | brand and make something like this.
       | 
       | Edit: also have you considered doing a how I made / tutorial
       | series on youtube ?
        
         | guigui wrote:
         | We sure hope that game publishers/studios will find Equinox
         | inspiring.
         | 
         | We're working on some behind-the-scenes content that will most
         | likely be published on X and LinkedIn. You can follow us if
         | you're interested: https://twitter.com/glecollinet
        
       | masterkram wrote:
       | amazing, reminds me of the opening scene of jedi knights of the
       | old republic.
        
         | sonicrocketman wrote:
         | I thought exactly the same thing.
        
       | benreesman wrote:
       | This thing runs hot shit on a generation-behind iPhone.
       | 
       | That's tight code.
        
       | ambicapter wrote:
       | Every time I hit 'W' Firefox highlights the letter, meaning the
       | help menu comes up.
        
         | Perseids wrote:
         | You probably have Find As You Type enabled?
         | http://kb.mozillazine.org/Accessibility.typeaheadfind
         | 
         | It's probably pretty rare nowadays, since it's off by default
         | and rather hidden in the settings dialog ("Search for text when
         | you start typing"). I had it activated up until (quite) a few
         | years ago, and I think I switched it off, because of bad
         | JavaScript interactions.
        
       | mcoliver wrote:
       | "if only your economy pod included an escape pod"
        
       | lagt_t wrote:
       | I'm surprised by the performance, I've seen lighter 3js projects
       | slower than a powerpoint.
        
       | todotask wrote:
       | Adding a torch light would be helpful, especially if you work in
       | these situations.
        
       | devmor wrote:
       | That was so fun and cool. I found myself wanting more. I would
       | kill for a Myst-style game with this setting and feel.
        
       | Klonoar wrote:
       | Probably the most impressive browser-based game I've played in my
       | 20+ years of being on the web. Hats off to the creators, very
       | nicely done.
       | 
       | Parts of it gave me Metroid Prime vibes that I haven't felt since
       | I was a kid.
        
         | franck wrote:
         | Thanks a lot for your kind words! Metroid Prime wasn't a direct
         | inspiration but it may certainly have had some influence on us,
         | as we loved playing that game when we were younger.
        
       | steve_adams_86 wrote:
       | I really want to keep playing. Well done! That was a lot of fun.
        
       | TimCTRL wrote:
       | How are y'all turning on the generator? I'm stuck.
        
         | pmx wrote:
         | The patterns
        
           | qingcharles wrote:
           | What patterns??
           | 
           | Edit: I see them now. Tiny little embossed patterns on the
           | round parts with the lights inside the generator.
        
       | mikebrockman wrote:
       | excellent job making an intuitive game map! I was nervous I was
       | going to get lost looking around the ship
        
       | darkwizard42 wrote:
       | Wow, what an amazing escape game!!!
        
       | ed_mercer wrote:
       | Alien Isolation flashbacks...
        
       | not_a_dane wrote:
       | good game :) I just initiated the warp system but had no time to
       | play more.
        
         | SamBam wrote:
         | That was the end (as far as I can tell).
        
       | yreg wrote:
       | This is beautiful.
       | 
       | I noticed something: The player character feels really tall to
       | me. Or perhaps the doors are short? I subconsciously kept looking
       | downward. I'm not a particularly tall person, but I don't
       | remember feeling this way in a game before.
       | 
       | Has anyone had a similar experience?
        
         | franck wrote:
         | Thanks! About the character height, it's set at 1.6m and all
         | the environment is supposed to be at the right scale, but
         | perhaps we made the doors a bit too short. We tried to convey a
         | bit of claustrophobic feeling, especially in the lower level,
         | as you would expect in this kind of spaceship.
        
       | iamsanteri wrote:
       | The craziest thing is that those AI assistants coming up early in
       | this game don't feel so far off anymore...
        
       | winnie_ua wrote:
       | That's amazing!
       | 
       | And it weights only 45 MiB! How did you achieve this? And most of
       | it is sounds, what looks like.
       | 
       | It's built with babylonjs?
        
         | guigui wrote:
         | Three.js.
         | 
         | Why it weighs only 45mb: the 3D environment isn't that
         | detailed, and we use Draco compression on the model files which
         | has huge benefits in terms of file size. In addition, the art
         | style requires few textures, and we use KTX2 compression. The
         | audio files are indeed the largest assets.
        
           | winnie_ua wrote:
           | I really liked art style!
           | 
           | Looks great with minimum textures :)
           | 
           | Great job!
        
       | simne wrote:
       | Cool.
       | 
       | I only could suggest, for hackers don't show hints of code shapes
       | (for engine consoles), just make less buttons, so for example,
       | just 64 possible variants, so real hacker could just find code by
       | brute force.
       | 
       | Other possible idea, sough harder to implement, to use rotating
       | dials and issue some shake of screen when approach right number
       | on some dial.
        
         | chrisan wrote:
         | manual brute force doesn't really sound like a fun way to
         | "hack"
        
         | winnie_ua wrote:
         | That was a point, for player to notice code.
         | 
         | Brut-forcing won't be fun.
         | 
         | To be honest I didn't notice glyphs at first.
        
       | arcastroe wrote:
       | This is amazing. The movement is very similar to movements in VR
       | worlds. Would be awesome to integrate with the VR web apis to
       | play this on an oculus as well.
        
         | franck wrote:
         | Thanks. I guess a potential issue would be rendering the
         | outlines because it's implemented with post-processing and I'm
         | not sure how it would look in VR.
        
       | winnie_ua wrote:
       | With that art direction you can release game on Steam!
       | 
       | There are some games made in JS with Electron.
       | 
       | And I wish your team luck with your consultancy bussines and
       | making interactive experiences.
       | 
       | But I think you can achieve something in game dev as well!
        
         | franck wrote:
         | Much appreciated, thanks! Releasing a successful game on Steam
         | would be amazing of course but it's not easy, to say the least.
         | I hope we'll manage to do it some day!
        
       | vendiddy wrote:
       | Want to give this a try later but just wanted to say the artistic
       | style is beautiful. Good work!
        
       | aetherspawn wrote:
       | Well done, the aesthetic is excellent.
        
       | reimertz wrote:
       | amazing work, I could not stop playing. I wish there was more
       | after the warp.
        
         | franck wrote:
         | Thanks a lot. I wish there was more too, but we unfortunately
         | had to keep the project's scope under control! Lots of puzzle
         | ideas and content were cut.
        
       | winnie_ua wrote:
       | Only bug I've noticed -- you can move through doors before they
       | fully opened. (using keyboard and mouse mode)
        
       | Cockbrand wrote:
       | This is a thing of great beauty, even on a phone. Congrats!
        
       | yayitswei wrote:
       | This is a hit, congrats on your success! My favorite part is
       | sound and music design: the SFX and music mesh well, the
       | transitions are seamless and intentional e.g. when the warp
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       (page generated 2024-04-22 23:00 UTC)