[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)