7dfps and Raycasting Kajam
This game was also released for 7dfps 2020, please bear with me. :)
The goal is to reach the glyph at the end of the level
It took me quite some time to get the raycasting correct (I really started from scratch). Nevertheless, I managed to get 5 levels and multiple pickups, as well as a soundtrack into the game.
The game runs on windows and in the web. The windows build will require the vcredist and openal being installed. The web build might have issues on firefox.
My personal ToDo list:
I would be glad to hear your oppinion on the game and I am looking forward to playing your entries!
Definitely has charm, and an intense soundtrack; good job for seven days!
The sprite rendering is very broken though, items and enemies often disappeared and reappeared randomly. Also, I could only get the Windows version working, the Web version either doesn't load (Firefox) or I can't start it (Chrome).
The music is very groovy and sets the tone well. I love the sprites too. I quite like the untextured environment, and the choice of colours makes it work well.
I think the turning and movement speeds could do with tweaking. I found I often wanted shift pressed for the movement speed, but then the turning was just a little fast. The music is quite fast-paced, and I think the game could be very exciting if the gameplay was sped up to match it. Probably worth just playing with the values a bit.
If you do add SFX, making them positional (just for enemy movement, really) might help too, as it's quite hard to guess when an enemy might appear behind you.
For the rendering, a couple of times I was able to see through a wall. There's also a very slight fisheye effect; it's only small so I wasn't sure if this was intentional or not (it doesn't look bad IMO, possibly since the walls are untextured).
Those issues are quite small, though, and I have to say I'm really impressed that you got a complete ray-casted game working in just 7 days. That's a great achievement :D
I love these little enemy characters, almost as much as I love blasting them. This is a nice raycaster with some classic raycasting 'bug/features' like the fisheye on walls and seeing sprites peek under or through walls, and I think that's great. A cool entry, impressed you managed to get so much into 7 days, not merely a raycaster but also some actual gameplay, you must have worked hard!
The game didn't work for me in firefox, but did in Chrome.
Ai, that's 2 ot of 3 games not launching for me … it seems I'll really need to use my other laptop.
There where a lot of wanrings about unsupported stuff (which I'll avoid posting due to length), but the actual relevant exception seems to be here:
Uncaught ReferenceError: SharedArrayBuffer is not defined <anonymous> https://v6p9d9t4.ssl.hwcdn.net/html/3190983/7DFPS.js:1 7DFPS.js:1:18475 <anonymous> https://v6p9d9t4.ssl.hwcdn.net/html/3190983/7DFPS.js:1 [post-exception status] Downloading data... (1491/1188923) index.html:59:112 printErr https://v6p9d9t4.ssl.hwcdn.net/html/3190983/index.html:59 setStatus https://v6p9d9t4.ssl.hwcdn.net/html/3190983/index.html:85 onprogress https://v6p9d9t4.ssl.hwcdn.net/html/3190983/7DFPS.js:1 [post-exception status] Downloading data... (92000/1188923) index.html:59:112 [post-exception status] Downloading data... (298304/1188923) index.html:59:112 [post-exception status] Downloading data... (357312/1188923) index.html:59:112 [post-exception status] Downloading data... (361312/1188923) index.html:59:112 [post-exception status] Downloading data... (864416/1188923) index.html:59:112 [post-exception status] Downloading data... (1188923/1188923) index.html:59:112 Error in parsing value for ‘overflow’. Declaration dropped. index.html:11:15 Error in parsing value for ‘cursor’. Declaration dropped. game.css:2:3226 Unrecognized at-rule or error parsing at-rule ‘@-ms-keyframes’. game.css:2:6514
Like I said, I'll try again on another system, probably later tonight.
Alright, switching to chrome (and another PC) did the trick.
I like the clean look, and enjoy the music!
Also the gun gives a satisfying blast, even without the SFX.
Those missing soundeffects are a bit unfortunate, as you have very little warning when an enemy you can't see is blasting you to smithereens. The open spaces do not help with that (I think the untextured look would work a little better if there where less flat walls and more blocks sticking out here and there… or just narrower spaces).
Seven days is pretty quick for 'from scratch'… did you have the entire week to yourself, or where there other obligations (like work) as well?