play it here in your browser, 30-40 second download
https://www.newgrounds.com/projects/games/1821381/preview/filetype/2
You are locked in a library and need to put away books before you can leave. An otherwordly presence really doesn't want you to shelve those books. Avoid it, complete your objectives, and escape.
There is a map of the area on the wall of the starting room. If you complete the objectives the exit door is in the zone to the upper left of the map.
Please help our development team by testing and providing feedback about the game. If you have performance issues please post your processor, video card, and browser. Feel free to criticize and nitpick in as much detail as you want to post. All feedback is welcome including negative feedback.
known issues:
slight mouse drift in firefox-based browsers art is a work in progress
Yep. WebGL projects are effectively single-threaded without SIMD. Anything up to API contact is quite expensive (2 - 2.5x slower than desktop, before considering SIMD). A lot of the means of optimizing rendering come with a notable CPU overhead, and where cutting into our frame-time. Compounding this is the fact that URP is a simple forward renderer, so you pretty much incur the cost of geometry for each light in its vicinity. While URP allegedly has directional lightmaps, in practice there is no specular contribution from baked indirect lighting, requiring a number of dynamic fill lights for normal maps to have any contribution.
So, entirely new assets as to allow ~95% of a frame to be drawn with 3 materials, and a layout with shorter sight-lines. Not as pretty, but passable performance. TLDR; I wouldn't recommend WebGL for anything more than the simplest of games. We're pretty much calling this a learning experience, and getting it out of the door before moving onto a more serious desktop project.
That's actually in already. Right clicking while carrying a book throws it, and will distract the enemy if it isn't in a pursuit state. Crouching/sprinting, the effect that has on sound propagation, lights effect on visibility etc; That all needs to be covered in a brief tutorial. We'll be looking into stunning the AI, though.
For the next test, we'll see how people fair with a short textual tutorial. If that's not enough, then this, definitely.
Yeah, colored indicators for the various sections, coupled with illuminated exit signs. A proper map will be included as well, along with local lighting in the start room to make it and the objectives board more noticeable.
That's certainly possible for the interactable books, not so much for the static ones though since GPU instancing is significantly more expensive than static batching in WebGL. Unfortunately, the overlay approach would reduce visual quality since you're effectively limited to shifting values, not hue. One could look into multi-channel masks, or curve based albedo reconstruction, but that's pretty time consuming to get right and possibly outside of our performance budget.
We actually have some book variations (both in shape and color), and there is still space in that texture atlas, so we could offer at least 8 design variations. We just forgot to randomize the mesh selection for objective spawns... Would you be happy with that?
Right?
According to the documentation, directional lightmapping is supported. I haven't tried HDRP, but in practice, the contribution in URP is negligible in scenes with a lot of soft indirect lighting on desktop was well. The built in lightmapping is quite poor in general. We considered a 3rd party plugin that resolves these issues, but given the overall project constraints, such investments are arguably a matter of diminishing returns.
To clarify, if you don't have to hold LMB to carry a book, tapping the bottom right corner wouldn't be a problem, right?
We discussed this at some point, but the concern was people missing the tutorial. I personally really like that kind of immersive, in world explanation. It's just a bit of a gamble. We could include a tutorial both in the menu, and on the desk.
We can extend those variations to both since it's just a matter of UV coords, although the actual arrangement of the books on the shelves may need to remain constant (as they current are)
It doesn't appear to be version specific. We've tested newer builds since URP recently added some PS2-era innovations like decals and light cookies which we understandably wanted. Unfortunately, they also introduced some show-stopping WebGL shader compilation issues...
As it stands, "directional lightmaps" are supported, but I believe specular contribution has been deprecated, which is bizarre. I've always known directional lightmapping to refer to RNM, which was conceived to address this issue in the early 2000's.
Nice idea. We'll play around with it as time allows internally, and see how fresh eyes respond in the next release.