[HN Gopher] In-browser retro-futuristic tank game, open source ___________________________________________________________________ In-browser retro-futuristic tank game, open source Author : brianrisk Score : 63 points Date : 2022-08-07 20:11 UTC (2 hours ago) (HTM) web link (synthblast.com) (TXT) w3m dump (synthblast.com) | mgdlbp wrote: | - Upon starting a level, hold reverse to escape :D | | - Undocumented: [Shift] toggles between first person and top-down | | - The camera tumbles endlessly if a perspective change finishes | while the tab is unfocused -- I discovered both of these after | using [Ctrl]+[Shift]+[Tab] | | - The enemies have randomized speed and use lead pursuit; this is | quite effective at preventing them from stacking up behind the | player like they do in similar games | | - Enemies only turn left and will turn all the way around in | order to turn right -- you can make them dance in the middle of | the map by circling clockwise along the wall, or stall them by | moving back and forth | | - It's pretty common to make players slide along walls when | moving against them at an angle. That does make less sense for a | tank, though. | philipwhiuk wrote: | The green pads was a neat twist. | brianrisk wrote: | Pure javascript/html. Would love feedback on ideas. Leave a star | on Github if you like it! | lbotos wrote: | Great job! | | - Maybe a warning for tanks behind you? Felt overwhelming at | times | | - Maybe top down tile one level sooner? | | - In top down mode maybe larger bullets | brianrisk wrote: | The warning idea could actually add to some of the suspense. | Maybe a creepy sound they make within a certain radius? And: | larger bullets? That's hands-down the easiest suggestion to | try out I've ever seen! (as opposed to "multiplayer and | wearables inventory woudl be cool bruh") | mysterydip wrote: | Neat! Smooth performance on my iPhone. The controls might need | some tweaking in terms of values, like faster turning if I'm | holding it down, but less if I'm tapping trying to line up a | shot. | brianrisk wrote: | Glad it worked for you on the iPhone! I'd love to figure out | how to resize the screen correctly if the phone is in | portrait and then you rotate it to landscape | gkaemmer wrote: | Very groovy visuals. | | There was something sort of terrifying about the enemy tanks. | Maybe a minimap would help with this, but I almost got | Slenderman vibes when I would turn around and see a tank right | there in front of my face. Got my heartrate going. | brianrisk wrote: | I fully get it. Their seeking algo is pretty primitive, but | their steady relentlessness is unnerving. At level 3 or | higher there are green pads you can run over that gives you | an overhead view | PostOnce wrote: | I know the github link is on the main screen, but people are | going to click past it to play of course | | so here's the github link to click on from HN: | https://github.com/brianrisk/SYNTHBLAST | brianrisk wrote: | You're the best | madrox wrote: | Good fun! As a FPS player, I want an option to bind A and D to | strafe and use mouse or arrow keys to turn. | | Also, maybe have the music fade in so I have a chance to save | my ears. "Blast" indeed. :) | ForHackernews wrote: | Nice! Reminds me of Battlezone https://www.arcade- | history.com/?n=battlezone&page=detail&id=... | brianrisk wrote: | Oh Battlezone! I drew a lot of influence from the (way cooler | than mine) '90s game Spectre: | https://www.youtube.com/watch?v=t41bawPxF-g | wazoox wrote: | I've played so much Spectre and Spectre Supreme back then on | my LC II :) | snewman wrote: | Spectre co-author here. Neat to see this! The backstory of | Spectre is that we wrote a straight-up Battlezone clone just | as a hobby project, then decided that it was worth | commercializing and so we fiddled around just enough to make | it not be a copyright violation. It's influences all the way | down. :-) | | By complete coincidence, a friend of my co-author texted this | photo from the Vintage Computer Festival today: | https://photos.app.goo.gl/XTEUkjwtJb7nhQn7A | wazoox wrote: | A blast from "Spectre" and "Spectre Supreme" :) | linman0x90 wrote: | Kind of made me motion sick. Could be a side effect of getting | old. | pierrec wrote: | That was fun. I love how the AI is both very simple but also | creates interesting group movements (especially in "zombie | modes"). Cosmetic enhancement: the ground plane looks really | blurry half-way to the horizon. I can even see it in the README | screenshot :D Looks to me like a textbook use case for | anisotropic filtering, which should be a simple setting in the | library you're using: | https://en.wikipedia.org/wiki/Anisotropic_filtering | | Or if you're feeling hardcore, write a shader for the ground | plane: https://iquilezles.org/articles/filterableprocedurals | xwdv wrote: | why can't I find anyone to kill?? | zuminator wrote: | Stay inside the arena. Run over the yellow pads to clear the | level. | Datagenerator wrote: | Could use some Doppler sounds to gauge the distance to enemies | nearing by, like space invaders that used increased frequencies | when danger level increases? | squarefoot wrote: | As an avid BZFlag player I of course like it. It seems to me it | could grow into something interesting. Multiplayer maybe? | systems_glitch wrote: | Pretty cool! ___________________________________________________________________ (page generated 2022-08-07 23:00 UTC)