HelloRun - A WebGL 3D Game
hellorun.helloenjoy.com
hellorun.helloenjoy.com
HELLORUN.Game.prototype.onGate = function() {}This got me thinking about how shortsighted are artists, musicians and producers, who are not thinking of reaching out to fans through interactive digital experiences rather than simple publishing deals. The music industry profitability is going down the drain and the only way to make people pay a premium would be to invest in thoughtful interactive experiences attached with the music. Games could be one of those but definitely not all of those.
That's nice if you have a good marketing budget but most indie musicians, especially electronic ones, can't easily afford a video, never mind an interactive experience. It is possible and I have some interest in that aspect of things since my approach is heavily sequencer-based, but the more work goes into the music (as opposed to using canned loops) the fewer resources are available for other things.
Also, it seems important for the game to quantize input. I.e. right now you can occupy a continuous height anywhere from "0.0 to 1.0", but it would be much more fun if the game would automatically snap your height to either "bottom, middle, or top." It's quite frustrating to lose because you just barely clip a gate.
I'm confident that I didn't move the ship because I used the arrow keys and positioned myself well before reaching the first gate. I was close enough to missing the opening that I would understand hitting the first gate, but hitting the second gate is uniquely frustrating.
Failing because I wasn't quick enough can be fun. Failing because your overly-clever graphics engine requires me to distinguish "fog" from "glass in fog" in 0.5 seconds is never fun.
[15:54:39.366] TypeError: k is null @ http://hellorun.helloenjoy.com/js/three.min.js:412 [15:54:39.366] "Error creating WebGL context." [15:54:39.368] TypeError: this.view is undefined @ http://hellorun.helloenjoy.com/js/hellorun.min.js:1
On Chrome, I see some rendered triangles, but just wireframe, and the game does not seem to work.
Update: I pass all the WebGL compliance tests at https://www.khronos.org/registry/webgl/sdk/tests/webgl-confo....
Sadly it didn't work too well with my Leap. I mean, aside from the basic gorilla arm problems, I found that I got a TON of framerate hiccups and sometimes it just totally ignored it.
edit after playing some more, with a high score of 70.
I also have some issues with the game itself. The thumping beat and the "run on shift" behavior makes me feel like this is a game that wants to be about zooming down a tunnel at high speed, but it defeats itself - the barriers are way too close to be able to run through them unless you see that an entire path segment has holes in the same places, and it's just too damn hard to see them half the time. And I say this as a person who has loved playing Jeff Minter's "Space Giraffe", which is basically a Tempest variant dropped inside a music visualizer with the intensity set to 11. I am a life support system for a visual cortex,and I think these gates are hard to make out - I think this means there's something wrong. If they had a white sheen or something this would be more playable.
The scoring seems to encourage MOVE FAST ALL THE TIME too - you get 1 point for moving through a gate, and 2 for running.
Also the visuals worked against the gameplay for my first few plays. The detailed, realistic corridor with cables hanging down made me assume that "down" meant "crouch" and "up" would mean "jump" - which I assumed is pretty much a momentary thing that has to be hit at the right moment to make it through a gate. It took me like five plays to work out that, no, I'm actually just kinda flying through this corridor here. If the tube had been abstract I think I wouldn't have made that assumption.
Also when I play on keyboard with it fullscreen, the keystrokes seem to keep on falling through the game now and then; I hear error beeps over the music when I hit a key sometimes. (Safari, OSX 10.8.4.)
THREE.WebGLRenderer 58
three.min.js (line 408)
Error creating WebGL context.
In the console on FF 25 (Linux), no visible error message. WebGL usually works great. Maybe some missing extension? "HelloRun
________
"
"THREE.WebGLRenderer" "58"
"Error creating WebGL context."
In three.min.js:412. A strange game. The only winning move is not to play. (Other webGL pages work just fine.) gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
That'll fix it!The only criticism I have is this: sometimes it's close to impossible to tell (even at slow speeds) where the gap is because of the way the gates are laid out and also the colour of the gates (like Cyan). Some people may argue that adding a "dice roll" into the mix is great, but considering the type of game this, it just kills the fun when you feel like you've been robbed.
(note: this is different to screwing up and starting from scratch as a result)
edit: good job.
It's not my sensitivity since I can traverse all 1080 pixels in less than a single vertical swipe of my mouse. Is anyone else having the same problem?
Looking closer at the requestAnimationFrame callbacks, most frames required under 16ms, but every 20th frame required 120ms or more. Eliminate that slow frame and the game should have no problem reaching 60fps.
(I used https://chrome.google.com/webstore/detail/web-tracing-framew... to get this).
does unity now target html5 without any depending on a webplayer plugin?
[1] http://hellorun.helloenjoy.com/assets/station/station.js
I made a beautified version to look at here: https://gist.github.com/slacka/6434572
Awesome work anyway :)
Great stuff!