[HN Gopher] Keep Out - WebGL Game
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       Keep Out - WebGL Game
        
       Author : memalign
       Score  : 161 points
       Date   : 2024-04-27 19:49 UTC (3 hours ago)
        
 (HTM) web link (www.playkeepout.com)
 (TXT) w3m dump (www.playkeepout.com)
        
       | hu3 wrote:
       | More info here: https://www.littleworkshop.fr/projects/keepout/
       | 
       | It uses Three.js.
        
       | BatFastard wrote:
       | cool, but stopped working as soon as I hit the shop entrance.
       | Just black screen.
        
         | lukan wrote:
         | Browser (version) and OS would be probably helpful.
        
         | modeless wrote:
         | I found the same, in my case it was fixed by resizing the
         | window. Seems like a bug when the window aspect ratio is
         | portrait instead of landscape.
        
       | sho_hn wrote:
       | WebGL for games is so awesome for low-friction deployment.
       | 
       | As a rainy weekend hack I did a quick and dirty port of a fan
       | decompile of the original Tomb Raider to WASM/WebGL a few weeks
       | ago:
       | 
       | https://eikehein.com/stuff/sabatu/ (this uses alternative fan
       | assets inspired by TR1)
       | 
       | The TR community has a couple of websites hosting lots of great
       | fan levels, I'm hoping to make this good enough to allow playing
       | them straight from the browser at some point.
        
         | tzot wrote:
         | So, arrow keys, SPACE un/holsters weapons, End flip 180deg,
         | Del/PgDn for strafe left/right. How do you fire the weapons?
        
           | sho_hn wrote:
           | ESC to go to the menu and see (and change) the controls
           | mapping actually works!
        
         | spxneo wrote:
         | holy crap! how was this built hope to see some code
        
       | Tyr42 wrote:
       | Enemies only have shadows but no model. Chrome pixel 7.
        
       | MikeTheGreat wrote:
       | Thanks for posting this - it's a lot of fun to play, in a casual
       | and fun way.
       | 
       | Also, this reminded me that I hadn't played my Rogule [1]for
       | today, so I'll go do that, too :)
       | 
       | [1] https://rogule.com/game.html
        
       | Animats wrote:
       | A Doom tribute game. Nice.
       | 
       | Worked fine, cleared five levels, bored.
        
         | lovegrenoble wrote:
         | Same for me...
        
         | mattbee wrote:
         | Ooof make me feel old why don't you... this isn't Doom, it's
         | Dungeon Master! The grid system, everything moving on a
         | metronome, inventory system etc. I agree this version is
         | shallow but very easy to pick up.
         | 
         | Legend Of Grimrock is the modern remake I know, drags you into
         | its complexities level by level. Really good game.
        
         | flykespice wrote:
         | You aren't missing much, the game only goes up to level 15 (yes
         | I played the entire thing)
        
       | airstrike wrote:
       | really cool... amazing that you can get playing immediately
       | 
       | controls could use some work. i'd rather move with wasd, turn
       | around with the mouse and attack with the mouse too because it's
       | a first-person camera...
       | 
       | or make A and D turn-and-move in that direction with some other
       | input for strafing which seems less useful than turning. and in
       | any event, attacking with something like j, k or l is probably
       | more intuitive (to me)
        
       | p0w3n3d wrote:
       | Where's Adria the Witch. I have a wand to recharge
        
         | __s wrote:
         | Wand not having charges makes it seem like the best thing to
         | rush. Income per level went way down after buying bow
         | 
         | Melee knockback always a tossup, especially since freeze can be
         | chained, goes much nicer on Windforce
         | 
         | Observed pacman glitch: running towards projectile can cause it
         | to miss
        
       | lovegrenoble wrote:
       | Wonderful graphics, but I rather like browser puzzle games (while
       | half-listening to a Zoom meeting) like this one:
       | https://slices.ovh
        
       | declan_roberts wrote:
       | It was a fun distraction. That you for share!
        
         | imp0cat wrote:
         | Yeah, I enjoyed it a lot more than I thought I would.
        
       | bilsbie wrote:
       | Neat! What's the easiest way to make something like this?
        
         | Dansvidania wrote:
         | I think both Unity and Godot have ways to compile to WebGL. I
         | don't have direct experience with Godot, but in Unity this
         | would be relatively simple to do.
        
         | xandrius wrote:
         | Probably unity, this kind of game isn't too complicated. It's
         | mainly making it feel good and look neat with graphics and VFX.
         | 
         | If you went for the pure browser way, Babylon.js would be your
         | best bet. It has a bit of a learning curve, as you would need
         | to implement base game features yourself but it wouldn't take
         | too long for something like this.
        
       | IshKebab wrote:
       | Terribly boring but super polished!
        
       | ww520 wrote:
       | This is an amazing game. Nice work!
       | 
       | May be adding mouse control? Turning with arrow keys are kind of
       | clunky.
        
         | gschizas wrote:
         | Since it was apparently made 9 years ago (2015), it's highly
         | unlikely.
        
       | KTaffer wrote:
       | Good graphics, but it's almost impossible to fail. Not a good
       | game.
        
       | throwawayben wrote:
       | Nice rogue-lite, got to level 10 before dying multiple times and
       | giving up
        
       | xandrius wrote:
       | For me, on Firefox Android, the game worked beautifully (it got
       | stuck at a certain point - no movement/actions accepted anymore
       | but the visuals and menu worked). I got to level 12 and had
       | purchased everything, so I felt I had nothing else to strive for.
       | 
       | Great variety of enemies and attacks. Loved the different weapons
       | and how they "evolve".
       | 
       | If would be fun to have the frozen ward being able to nullify the
       | fireballs, as it seemed an obvious consequence.
       | 
       | I think after unlocking all the base weapons, it would be fun to
       | move up and be able to access "epic" sets (not just money locked,
       | so you don't see them until you buy the other ones).
       | 
       | Also expected to have some "hidden" treasure rooms but even
       | trying no walls broke, even with bombs.
       | 
       | Might be nice to have a boss fight every 5 level, often it's done
       | by taking the base enemies and making them huge and harder. If I
       | had a reason (like reach level X to save the princess, or reach
       | the center of the earth or something else), I would have kept
       | playing but after level 10 and everything unlocked, I thought
       | maybe the game was over.
       | 
       | I really enjoyed the experience! The graphics were great, just
       | the level cleared text seemed lower quality than the rest (maybe
       | a font rendering problem?).
       | 
       | Great job!
        
         | fellowniusmonk wrote:
         | This is insanely good, as someone who hates mobile gaming
         | outside of pixel dungeon this is probably the first 3d shooter
         | game I've enjoyed playing on my phone where the control and
         | game play felt good, the fact that it's in the browser is
         | fantastic.
        
       | jasonjmcghee wrote:
       | Fun! One tweak I'd make is not full healing the player on every
       | level. It would make the potions much more useful.
        
       | bredren wrote:
       | This worked in normal mobile safari but when I added it to Home
       | Screen, and turned landscape it squeezed the gameplay into the
       | left third of the screen.
       | 
       | The game overlays, however, displayed undistorted, in their
       | correct positions.
        
       | VelesDude wrote:
       | That is very cool, played far more than I thought I would. Great
       | job!
       | 
       | I always found it funny when you would leave the store it would
       | have this fade out/shrink animation. It is the same transition I
       | have on my desktop windows and for a moment I kept thinking it
       | was about to crash. ;)
        
       | cheeterLee wrote:
       | Very much enjoyed the game :)
        
       | petermcneeley wrote:
       | Simple and clean. Very nice. Loads instantly.
        
       | birdgoose wrote:
       | That was a really good experience.
       | 
       | The "About" button in the menu leads to a webpage that 404s. As
       | another commenter has pointed out the correct URL is
       | https://www.littleworkshop.fr/projects/keepout/
        
       | kibwen wrote:
       | If this style of game is up your alley but you're looking for a
       | more complete experience, then the Legend Of Grimrock series is
       | what you're looking for:
       | https://store.steampowered.com/sub/49358/
        
         | debo_ wrote:
         | Potato Flowers in Full Bloom is a recent indie turn-based
         | dungeon crawler and it's really, really great.
         | 
         | https://store.steampowered.com/app/1601280/Potato_Flowers_in...
        
       | zamadatix wrote:
       | For Chromium based browsers you can use getLayoutMap() instead of
       | prompting the user and then rely on the manual fallback for
       | Safari/Firefox/Other unsupported browsers. In either case,
       | detecting/asking for the layout makes sense for displaying the
       | controls graphics but you should still ultimately use the
       | keycodes for positional keys in the actual code so someone on the
       | misdetected or on an unlisted layout can still use the positional
       | keys as expected.
        
       | headsman771 wrote:
       | No enemy textures loaded for me on Brave Android though their
       | shadows were visible. Some wall texture glitches on the 1st level
       | but otherwise nice.
        
       | sshine wrote:
       | Fun, until I reached the dragons. Those jerks seem unbeatable!
        
         | flykespice wrote:
         | I beat them all just by spamming bombs.
        
       | russellbeattie wrote:
       | This game must have been around for a while. The menu page has a
       | button to share on Google+.
        
       | pyb wrote:
       | Does anyone remember Pyramid of Peril (1985)?
        
       | teddyh wrote:
       | If the browser window is taller than it is wide, the shop is an
       | entirely black screen.
        
       | Tokkemon wrote:
       | This is super cool and it's great! I enjoyed my brief try in the
       | browser.
       | 
       | Couple feedback points: I really hate the health system. I wish
       | it was clearer how much health the potion recovered. I'd almost
       | have it more like a traditional unit-like health bar and the
       | potions recover one unit. Also having the R key so close to the
       | movement keys made me press it in a panic several times when
       | trying to move away. ALso allowing you to use a potion when your
       | health is full feels really cheap. Also what about purchasing
       | such items in the store after each level?
       | 
       | I never really got used to the strict 90 degrees movement and my
       | fingers constantly got confused between strafe and turn. But I'm
       | sure I'd get used to it in time. I'm more used to the FPS
       | movement when this is more of an arcade-style setup.
       | 
       | For the map, I'd recommend holding the TAB key to show it, so
       | it's just for quick glances.
       | 
       | Would have appreciated a little more variety in the props, though
       | I only played to level 8, so I'm sure more gets introduced. There
       | were new enemy types all the time which was nice.
        
       | hchak wrote:
       | I have already sent this to all my buddies.
       | 
       | I thought about generative games, so that one game could be made,
       | and each individual gets their own experience.
       | 
       | Well done!
        
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       (page generated 2024-04-27 23:00 UTC)