[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)