Got a bit distracted with other things but I think I'm "done" with my #js13k #game #jam entry.
I don't have enough space for music but got some feedback sounds.
Preview is here: https://swords-and-quills.dosaki.net/
Let me know if you're getting any crashes.
Didn't think I would, but looks like I'll end up participating in this year's #js13k after all! check out the current version at https://slashie.net/js13k2023/ and let me know what you think! thank you Stoltverd for the ideas!
A chunky medieval hand cannon has appeared on my #js13k game. Looks like a shotgun.
It's super effective 🤭
There are only a few days left for #js13k and I still don't have music! (Or gameplay, for that matter 😂 )
#js13k
Down to the last bytes and something has to go?
1 some sort of into screen
2 gamepad support
The downside of extreme minification is that you have to cut a lot of code to get that last 100bytes from your finished zip🤔
Now that sounds like a cool gamejam: https://itch.io/jam/dos-com-game-jam
I'd love to write a game in a assembly for it, just like I did with the Wordle clone (https://github.com/CrociDB/wordlos), but oh man, I'm still stuck with the #js13k entry, that I still haven't figured out what it is.
Last few bytes are dedicated to all the polish items. And birds, because I thought that'd be a neat detail :)
Would love to get testers before I submit 👀
First playtesting session went great, got tons of valuable feedback. The game is now much more balanced.
Also added offscreen enemy indicators.
Day 11: Added a few sounds, and reached the sad point where I have pretty much no room left.
I do have mobile controls now, but they might not make the cut, depending on how testing goes.
Ok, a plan for massive fleet movement has emerged from the chaos of options. Using GPGPU with position and velocity textures, where the A channel of the former is a “type” & simulated objects can be fixed, ours or the enemy’s. When needed, i.e. to launch a fleet from one place to another, we do a read/write cycle between the GPU and the JS world. We also do a read of one of those textures every frame, so that fleet positions can impact game mechanics living in JS. Everything in moderation #js13k
Day 10: The game now has a final boss, and he's a tough one.
Next up: sounds.
I have so little room left that I probably won't add any more features. Unless I can find a miracle.
My day 8 of #js13k I've been distracted by friends and #gamescom2023... but got army movement more or less sorted :D
Hope I can publish a version tomorrow... and it will probably be super buggy.
#js13k #gamescom2023 #indie #gamejam #rts #javascript #gamedev
I've slotted the text engine into the game and did a quick play test & it's close to ✅. Now to figure out fleet movement. Aiming for massive fleets where enemies avoid each other while in transit (the actual fights happen at castles). I think I'll need a GPGPU solution that I then also readPixels back to the JS world for game mechanics. Now... will it fit into 13k? :) Stay tuned!
#webgl #threejs #js13k
Finished a WebGL text engine for #js13k, 1.5 KB zipped. Here seen rendering 65k characters that are all changing each frame & their colour is changing as well, driven from the JS side. The video is a zoomed in part, since otherwise it's too big for Mastodon.
Day 8: during the 13th century, you had to wait for your turn to strike an enemy in order to be considered a gentleman.
Day 7: Swords are cool, but axes are even cooler
Also rain because everything looks cooler with rain