uboretsky 2021-04-27 22:58
Painful experience ...
Foon → Ludum Dare Explorer → LD48 → The Rabbit Hole
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1845 | 2.62 | 22 | |
| Fun | 1908 | 2.02 | 22 | |
| Innovation | 1863 | 2.20 | 22 | |
| Theme | 1432 | 3.20 | 22 | |
| Graphics | 1718 | 2.50 | 22 | |
| Humor | 1422 | 1.73 | 21 | |
| Mood | 1749 | 2.45 | 22 |
Painful experience ...
Good job. It's neat that the game is infinite. I like the look and feel of the game. Reminds me of pre doom 3d games. Would have been cool to see all the other things you wanted to implement, but that's just how jams go sometimes. keep up the good work.
OK, i totally like it! cool engine! Have you written it by yourself?
"... , but I’ve achieved my goal of submitting something that works to the Jam,..."
I'm fine with that. I hope we see us at the next jam. :)
@ukra174 I did write it from scratch for the Jam, but the maths and specifics of the RayCasting code itself is derived from some tutorials that I studied earlier this year.
>building a Raycasting engine in TypeScript
that is a respectable amount of dedication. I mean, LDJAM kinda is about testing your creativity and skills as a game developer. Some people did their best in areas like game design, graphics and level design, you did something incredible with engine programming and optimization.
Nice game! Good job. I would only suggest to make the movement slower because It was very hard to navigate in the maze and sometimes it was more confusing not because of the maze but because of i didn't know where I've ended up with my movement.
I liked the game, but I would like to rotate myself with mouse
I got to the "brown" level, but then I got lost and could not find the next passage. The coins help a bit when trying to understand where I've already been, but a mini-map is desperately needed.
Turning around was very quick, I would have preferred using the mouse for looking around. Gameplay was also a bit barren, not much to do except walking around and collecting coins (also I think you can get a bit too close to the walls), but as you said, this can be the base for extending greatly and make a much bigger game. I like how every hole has a different name, gives a little sense of space / worldbuilding.
I don't know why you say it's beyond your expertise - you did it! Well done implementing this algorithm.
It's a pity there isn't a "technical impressiveness" category in the ratings, because I think you would fare well... as it is, the gameplay has nothing special to it, the graphics is basic (though not unpleasant) and there's no sound.
There's not much to the game apart from collecting coins. Wandering around a maze where everything looks the same and searching for an exit isn't really fun. Also there's no music and sound effects. It's cool that you learned a lot but the game itself is very barebones.
Heyo! Fantastic job on creating a raycaster engine in just 72 hours, I myself am creating a raycaster engine and have everything working (well not everything, but the basics), but literally cannot do floor casting. If you have some messaging service, discord etc. Would you mind helping me out? Since its insane you wrote that floor castings in JS, and making it run amazingly.
Congrats on your first entry and well done submitting it! It would have been awesome if you could control the direction with the mouse, as now it feels a bit clunky.
@toxiccomputer Thanks for the feedback. It was hard to get it working in a playable framerate when using any of the canvas drawing API's as drawing a pixel at a time was incredibly slow, hence I switched to using a memory buffer and then pushing that to the canvas in a single draw operation, got things performant (with some bugs which i've since fixed).
Did you notice that the code is Open Source? That might be a good place to start if you want to see exactly how I did it. The specific code that you're after is [here](https://github.com/NuclearRedeye/ludumdare48/blob/master/src/ts/raycaster.ts#L128-L218). I've since the submission tweaked it further fixing some bugs I had but I still have some further improvements planned to try and squeeze a little more out of it.
I'm not really active on any platforms, but happy if you want to start a [new discussion on GitHub](https://github.com/NuclearRedeye/ludumdare48/discussions) and I'll do my best to help you out.
Good job. I definetely agree that it would be cool to change the perspective with the mouse as well.
Nice to see minecraft-style textures and doom-style raycasting, but it really doesn't fit the labyrinth idea, it's pretty hard to navigate here (small screen escalates it even more). Anyway, good job writing your own raycasting engine, that's a nice experience!
First look: It reminded me of Doom and then I started to move around the cabin. Definitely could use some extra controls so you can strafe from side to side or use the mouse to aim where you are looking. This brought me back to old school plane controls of Resident evil or even the old Windows screen saver with the brick maze.
I like what you did combining the minecraft dirt bricks to make you feel you are going deeper underground
The movement is painfully slow (maybe my computer just can't keep up with the computation :sweat_smile:) but reminds me of the game King's Field. I like that the fouth level is just a straight corridor after being stuck in the maze level for ages :smile: It's a bit unsatisfying to just be in a trap at the end though. But impressive work on building a raycasting engine!