Full-fledged FPS in WebGL
timeinvariant.github.io
timeinvariant.github.io
What is even cooler, IMO, is that you don't necessarily have to write JavaScript and target WebGL only to get your game to work in the browser. You can write using Go and use packages with 2 backends, WebGL/OpenGL and GLFW/Canvas, to abstract out the platform differences behind a common API.
Then your game can be a single codebase that can either run as a native binary on desktop, or inside the browser.
See a working demo of what I'm describing here:
https://github.com/shurcooL/play/commit/e53557dd9c070ce0ec52...
[1] - https://twitter.com/ID_AA_Carmack/status/553720089674260480
What is deployed then ? Is an executable deployed ? Is it something like nacl, or asm.js ? Or does the user have to install an executable on his system ?
and (free-)doom (free, due to copyright),
Other than for very specific OpenGL ES features or platform-specific acceleration I have a harder time recommending indie developers starting out to use anything other than the web as their platform these days. And with time I'm sure WebGL will catch up (and surpass?). I've played my part in making it happen and will continue for that push. It beats telling people to install this, link that, and all the tooling involved in packaging a game. It even beats an engine: it's free, distribution is built it, the network effects are there.
The developer tools need to catch up but it's only a matter of time.
Update: "platform specific acceleration" being a broad term for targeting platform-specific features; consoles for example or optimizing for specific features of a particular touch interface.
However it's still possible to deliver a platform-specific download with the many web-wrapping runtimes out there (cordova, apollo, etc).
It's not perfect right now but it's where the action will be in the next few years.
Cover systems, realistic weapons, online ranks, etc is all fine; I just wish there were more games like this. I could play this game all day.
The author links to this essay about Doom which I think really gets to the heart of it: http://vectorpoem.com/news/?p=74
And Firefox IS going to shit, whether the HN community likes it or not.
I don't know in what way you mean Firefox is going to shit, but here's the great part about it: you can file bug reports, and submit code so it ISN'T shit.
That, and it seems its either the browser or the game fps capped at 60. Which makes the experience on a 144hz monitor less appealing.
Please, don't be like mirror's edge, let my bind whatever I want.
It's supported in Firefox Nightly + Dev edition. I don't know whether other browsers support it yet.
Movement system is good and the music & sound effects have grown on me, but the shooting speed is pretty slow. (Again, I still only have the basic pistol though.)
Edit: Never mind, just found a shotgun on the third map. I maintain that the pistol is a bit slow considering the pace of the game otherwise.
It takes longer to download, probably the size of the engine and the assets, but I've been very much impressed with the Unity3D WebGL export of this FPS:
Is that why it feels like there's some homework I should be doing instead?
Doom controls a lot better. I played some Brutal Doom just an hour ago. In Doom, there is some inertia. You accelerate and there is some friction. In this game, movement is a binary on/off thing. The bobbing is also very jarring.
I couldn't set the mouse sensitivity high enough though.
http://en.wikipedia.org/wiki/The_Colony_%28video_game%29
Which I never finished because it was so damn hard lol
I did notice performance issues when too many enemies were "loaded" (not necessarily being seen on screen though).
No need to install any third party to have full screen without the top bar on OSX.
Your game doesn't need local storage. It doesn't get to plant tracking information.