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I think i can write browser based editor with map(original formated) downloading. It's easy in compare to real game with live mobs. I even can do static game walker with full in-game editing online. (Just based on existing information + nee read wall flags)

May be in next weekend because too busy onto work-week.

At this weekend nights, i already make map viewer who can open maps online from published game folder. (Unpacked resources archive).

One version shows 2d top-down view, other real flight over map in 3d, but with one sized sprites (i'm don't set size manually). HTML+WebGL (Vue.js, ReGL)


IRL i want more difficult task. But every time when i write new game, i just demotivated before it's view cool.

With LAB, it's already loved game (finished 8+ times), with existing maps.

I want to recreate original game, with online platform. (Can share source, if you want online HTML5 version with originally tuned parameters)

Then i want convert box based levels into something like doom (keep gameplay), but portals instead of BSP and expand it. As final i want rooms with independent space-metric to achieve unlimited-sized levels without "loading" and ship flight mechanics. But it all needs more time, and motivation. Every time when i try write something, it's runes by ugly view and no game play earlier than i write it with too complex engine. Countless times i parse other games and make map viewer, or scrap info (like morrowind alchemy search with deep respawn analytics). But i just can't write something own too simple to be playable in first 3 motivated days.

Sorry for alot of text, i just slightly obsession about gamedev from childhood, and now in my twenty eight years, i stay have no games other than tetris like because more knowledge make me more wishes.


Send me your email, if you want some private links to online implementation. abnessor gmail

Yea i'm in the same boat, i got so many projects going on at once i lost track of them long ago (also LAB took 20 years if i count from when i first started coding)
But from what i hear this is a very common problem  for developers (it's just nobody ever talks about it)
Strangely enough figuring out how to finish a game is the holy grail of game development, it so simple yet its so hard

Anyway i sent you an email