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franck
searching PlanetScale…
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31.
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by
franck
2y ago
Merci Paul :) happy to see your comment!
32.
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by
franck
2y ago
Thank you for your kind words, we really appreciate it.
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franck
2y ago
Wow thank you, this comment made my day. Really glad that our little project could make you experience that feeling again! Adventure games from the 90s definitely played their part as an inspiration for this.
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franck
2y ago
About TRACK, sorry, the experience was released in 2018 and we need to update it so that it works with the WebXR API.
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franck
2y ago
Thank you. Hint: look for a door which doesn't look like the others in the central hub.
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by
franck
2y ago
Thanks for the bug report. We'll have to figure out what could be causing this issue.
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by
franck
2y ago
Thanks! Nothing specific regarding mobile but we worked on rendering optimizations quite a bit to make the experience smooth. Most notably the render pipeline is based on MRT (Multiple Render Targets) which renders multiple frames at the sa
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by
franck
2y ago
Thanks for the music appreciation, it means a lot!
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by
franck
2y ago
Thank you! This is a feature we are planning to add in the near future. We used the same controls as Google Maps street view but perhaps for a game it can feel a bit weird.
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by
franck
2y ago
Thank you, glad you enjoyed it! I like your idea a lot, I would definitely play this.
41.
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by
franck
2y ago
Thank you. The petanque game was only available for an event and not publicly anyway, only for the client company's employees.
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by
franck
2y ago
Thanks, I'm glad you enjoyed it. We have no plans for open sourcing it at the moment. We'll tweet more details on how we made it, soon-ish.
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by
franck
2y ago
Thanks! About "Show HN:", we would have done so but someone else posted it so we have no control over the title.
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by
franck
2y ago
Thanks for the feedback! We used the Three.js WebGL library and a custom-built game engine for the various interactions, pathfinding and game logic. We modeled the scenes in Blender and SideFX Houdini, and also baked lightmaps with Blender.
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by
franck
9y ago
Because the Unity WebGL exporter doesn't currently support mobile.
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by
franck
9y ago
Thanks, good catch. That is a copy&paste that I mistakenly left in, it wasn't used anyway. I removed it now.
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by
franck
9y ago
Hi, no we only use Unity to assemble individual city blocks and export the data with a custom Unity script. It doesn't use the official Unity WebGL exporter.
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by
franck
9y ago
Hi, I'm one of the developers. We use Unity as our main scene editor and exporter. We don't use the official WebGL exporter but a custom script that we wrote. In this project, we use it to assemble individual city blocks, that we
49.
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by
franck
11y ago
Thanks for the detailed bug report. I guess throwing the bomb as you died produced some kind of unexpected side-effect. I will make sure it's fixed! Congrats on getting to lvl 12 :)
50.
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by
franck
11y ago
My pleasure :) AZERTY is the standard here in France. We are always frustrated by demos only supporting QWERTY layouts! It was one of the first things we put in the game.
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by
franck
11y ago
We should post an article relatively soon including the level generator for people to play with.
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by
franck
11y ago
Thanks for mentionning this, we'll take a look at this issue. About the textures, I agree some of them need a rework.
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by
franck
11y ago
I recommend using Three.js which is the library that our game is using. Starting with WebGL from scratch might be too difficult if you have no experience. Unity is not quite ready for the web yet, they have a WebGL exporter but it doesn
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by
franck
11y ago
Yes we are probably going to add gamepad support soon.
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by
franck
11y ago
We could definitely add a mouse-look like in your first video of LoG. It doesn't break the grid-based gameplay. Thanks for the suggestion!
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by
franck
11y ago
Exactly. It was a design decision that we took from the start. Legend of Grimrock 1 & 2 are a good example of a recent indie game with "old school" controls on purpose. It was a big inspiration for our game.
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by
franck
11y ago
Thanks for your comment! 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
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by
franck
11y ago
Thanks for the nice words and bug report, I will investigate. Never had this happen to me yet.
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by
franck
11y ago
Thanks! We're glad people are enjoying it. We had a lot of fun creating this.
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by
franck
11y ago
Thanks for the feedback. We also plan on adding Gamepad API support.
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