| setz Member Level: 24 ![]() Posts: 87/103 EXP: 74237 For next: 3888 Since: 07-02-08 From: Pittsburgh, PA Since last post: 4.1 years Last activity: 4.0 years |
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| Hi I'm an old guy who made things in the past, and currently am making a new thing. This will be a devlog thread where i just dump stuff and rant and talk about how I solved some issues sometimes. What is WaGa 2? It's the sequel to WaGa, which was a Pico8 RPG I made that was heavily influenced from SaGa. WaGa 2 will carry on a similar race and durability system, add some fancy 3d map movement like Wizardry, weapon skills and magic, and Other Stuff. Currently it's being developed with Three.js and being designed for web distribution. I also want to release it on android because the whole reason I'm making it is I wanted a dungeon crawler rpg on androind. Sounds cool can I try it Sure. I periodically upload demos at this url. At the time of writing it's at 0.35. I'll upload the title if I have a new demo. What are some asspains you've already had to deal with? Three.js is definitely a 3d framework and not at all an engine suited for what I want to do. A lot of the examples I've found detailing how to do things I want to do (like sprites based off screen position instead of scene coordinates) were apparently taken out of the library years ago. Instead of placing sprites by screen coordinates, I had to make a seperate scene, with a seperate orthographic camera, and then render that scene ontop of my current scene to get HUD type stuff. But even then, placing objects on that scene had really, really weird coordinates. I kind of had to hack up the cameras top/left/etc coordinates, and then write my own translation function to place things accordingly.. but hey, it works now. I have no idea how to 3d model, so I spent too much time trying to make a cube with different textures on it in blender, and eventually gave up and now I am just making all the geometry in the game with code. It's much, much easier for me this way. afaik three.js doesn't seem to have any kind of input handling helpers. So I had to write my own stuff there. Creating 2d sprites from canvas textures was a huge pain to get set up but now it works and let me make my own dynamically sized textboxes. That was a big hurdle in a game that's going to be almost entirely menubased. Ok cool show me screenshots ![]() Basic maze navigation with overlay. ![]() in-engine mockup on how the battle backdrops might look. ____________________ ----- I have some games on splixel.itch.io and a twitter. |














