Keep Out – WebGL Game Experiment
littleworkshop.fr
littleworkshop.fr
Happy to answer any questions!
Unity is not quite ready for the web yet, they have a WebGL exporter but it doesn't support mobile.
Small bug I've found : If you stand in a 'cell' with 3 walls and the only exit is occupied by an enemy, you can't rotate to hit and get killed eventually.
A drawing explains it better http://pastebin.com/6uZS67VJ
Any plans on adding gamepad support? (It looks like Chrome for Android has it now.)
I'm on the open source (Nouveau) drivers with a "NVIDIA Corporation GF119M [Quadro NVS 4200M]" which I believe is pretty shite, so don't worry too much I guess!
Was being attacked and I froze a troll like object, but the flying red thing killed me (the fire breathing one you can kill with a sword). I threw a bomb right as I died, now the game scene is stuck at the the moment I died.
The game engine restarted and I can move around using the map. I'm taking no damage, but I get stuck in hallways by creatures that obviously aren't taking any damage either.
Console is filling with "Uncaught TypeError: Cannot read property 'distanceToPlayer' of null"
I was able to "restart game" - but there wasn't an option to restart the level.
Edit: Browser is OSX Mavericks 10.9.5 / Chromium Version 46.0.2456.0 (64-bit)
What I also liked was how quick everything was (both loading, introduction gameplay), and relatively well drawn/animated.
I actually like the game for its simplicity. However, I got a little annoyed by the baby steps in the first level. I guess I can handle walking, slashing and bowing things if its not fed to me with a ridiculously tiny spoon.
The game reminds me a little of Wolfenstein. In relation to that I felt that collecting money ("loot") was cumbersome and boring. In Wolfenstein, a lot of weapons were just laying around and posed an incentive for curageous explorers. I would rather find them and be surprised, or receive them as a reward, instead of having to buy them in the same boring store behind each level.
Well done, anyway :)
Finding the right difficulty level was challenging. People have given us different feedback depending on their skill: some keep dying around level 6, some find the game too easy. We tried to keep it difficult enough for it to be still being joyable by everyone. I agree personally that it should be tougher (and with more levels)!
Same thing for the "tutorial" aspect of the first levels. We wanted to make sure that casual players would not get overwhelmed too quickly.
About the tier 1 bow, you don't have to buy it first. Apart from the sword, you can buy weapons in the order you choose.
The shop was put as a incentive for people to keep playing in the context of a Web game which you don't know anything about. We feared players would not understand the scope of the game without it. I tend to agree with you though, as a gamer I prefer exploring and finding hidden items.
GET http://www.playkeepout.com/js/backbone-min.map 404 (Not Found) (index):1
GET http://www.playkeepout.com/js/underscore-min.map 404 (Not Found)
three.min.js:9 THREE.WebGLRenderer 71
three.min.js:1 THREE.WebGLRenderer: Error creating WebGL context.
three.min.js:9 Uncaught TypeError: Cannot read property 'getShaderPrecisionFormat' of null
BTW, I played in Firefox and got to level 7. Fun!
You can go to chrome://gpu/ to see more information as to why it's not working on your machine.
BTW - this vid seems to show Legend of Grimrock playing with mouse-look: https://youtu.be/xALsxZv0pwg?t=8m53s
BTW 2 - just discovered that cursor keys can rotate. WASD for motion and L/R cursor keys to rotate is waaay better for me.
Only problem is that the sudden movements makes me physically sick. Other FPS don't do that.
Just tried again on my tablet and unfortunately I just got the spinning loading bar. Not sure if it's just a bandwidth thing?
There always seems to be a little "L" shaped room by the exit, has anyone else noticed this?
I'm especially interested in how it works under the hood. Any plans to release source code?