Keep Out – A WebGL Game
playkeepout.com
playkeepout.com
Quick question: is it possible to use multitouch to have movement controls on one side and direction controls on the other? Or, is that not doable, and that's why you guys decided to put all the controls on the left?
Also, be sure to try the mobile version with your phone or tablet.
More info on the project here: http://littleworkshop.fr/keepout.html
I'd be interested in some development facts: - How long did it take you to create the game to it's current state?
- What was your budget? If you don't want to answer precisely: How high do you reckon must the budget be to realize a game like this?
- how big is your team and which roles did you have in that team?
- which frameworks/engines did you use? Did you create your own?
Thanks, and Keep it up!
It took us about 3 months to create this game as a two-person team. Budget was actually pretty low since we only had to buy several 3D assets (they were not created specifically for our game), a few textures and some sound effects. We used the three.js library.
I'm interested in this because game developers obviously tend to be satisfied with little budgets, which is, in my opinion, harmful to the industry, if you do it for a living.
My hopes were raised when I saw the keyboard type dialog, but dashed when I looked at the options.
And it's also possible that a game like this directly grabs input in a way that an extension couldn't intercept. Web dev is really not my thing.
Would recommend a text change: 'keyboard type' to 'keyboard layout'.
I'm a big fan of web first development and I'll be sure to use this as an example of what's possible.
but I like overall feel and GUI, the way you give hints to user about keyshortcuts via dialog windows etc.
Otherwise pretty fun. You could get more out of it by having higher upgrade paths, and using standard controls would make the top-tier upgrades less necessary.
The game is cool, the tech is impressive, but the controls are shite.
This. On desktop is nothing impressive, but on a phone it really amazed me - works very well, looks nice. And it's running in Safari. Good job. Will play it on my next bus ride, cheers.
Uncheck "Search for text when I start typing"
Noticed that on mobile once you exit fullscreen by pressing the Android back button there is not a way to get back into fullscreen using both Firefox and Chrome on Android.
I've noticed a slight delay between inputs and execution (<300ms). It might be the animations length, or just the fact that I've racked up the key repeat frequency of my keyboard, or simply that I usually play faster paced games :)
One thing I noticed was after level 8 or so the sound started to stutter really badly.
FYI I'm using Firefox 40.0.2 on Arch Linux
I uploaded a recording of Level 13 here, not sure what the max level is. This is from my first play through: https://www.youtube.com/watch?v=sF2TaK3s4fc
I think it's fun and has a lot of potential. There's some fun combos I started to be able to pull off in the video the more I played. I think this could lead to some really interesting multiplayer combat. If you look at what people have added on to Minecraft as PvP game modes, I think a lot would carry over well to this engine.
I would really like to remap the keys! I can dodge strafe left but not right because of muscle memory. In the video, you can see this makes me attempt to fire the bow when I should be strafing right.
A few suggestions, if you want to develop it further:
) Have an experience point system that grants you access to other skills (could be as simple as faster walking, more hps, regen, etc)
) By level 13, I had no more need for gold because I purchased everything in the shop already. Maybe add on extra purchases like increased inventory space for arrows, etc...
) Add a shield to help block some of the ranged attacks (the physical non-magic attacks)
) Harder AI as you level up would be nice, you can see in the video that creatures don't attack me even though I'm near and they should be able to hear me attacking their friends.
I'm sure I could come up with more suggestions if you want to focus on the game mode more.
Thanks for sharing this with us!
Now I'm back in Italy and I still prefer the US layout for the convenient position of brackets and braces, but at least the 26 letters are in the same place as the US keyboard.
Slight variations of qwerty are IMHO much worse than completely different standards like imperial vs. metric units because they are too close to keep separate in my brain.
Pro tip: alt+shift switchs the layout between azerty and qwerty
But yeah - just asking is better and I'm really happy that you did
I don't know much about 3D modeling, but i would sure believe you if you gave references to some type of tooling, workflow :p
Although i will echo what other people said, once you go mouse look you never go back.
There's a weird bug in the shop screen when you click left or right more than two times the 2nd+ time it seems to scroll multiple times (it actually only moves you one across, but the animation looks like it scrolls multiple times).
When I made the window only a little wider, I could see the shop interface perfectly fine and continue with the game.
One critique, the controls feel a little bit off when moving.
There's a slight jerk when moving from space to space instead of fluid motions. I understand that there might be a need to slow down when moving between spaces, for input actions, but I'd recommend decelerating when landing on spaces instead of "stopping." It has a sort of negative visual effect.
Keep up the good work.
From 1980-ish to the mid 1990s this was how "3D" dungeon crawlers worked; anyone who played Wizardry, or the Bard's Tale, or Might and Magic, or the SSI Gold Box RPGs, etc., will feel right at home.
But I feel a bit dizzy after 2 minutes of playing, because of the weird 90° turns. So, this is not for me.
Please add some more awesome weapons, otherwise after a while there's no point in collecting coins.
Played through to level 8 before taking a break. Very fun and the artwork is excellent.