I had a lot of fun making this game and I think it is by far the best game I ever finished.
It is a bit a continuation of my "antsim" game prototype in the idea
that you don't control directly the entities but you are at an higher level with simple interactions.
The game should be performant enough but however
require that you have a good hardware to support WebGL and some advanced limits (I used too much uniforms).
I'll talk more about the compatibility and performance issues in a next postmortem article.
I gamejam-ed last weekend to the Ludum Dare
theming "Beneath the Surface" (29th edition).
I enjoyed that time a lot.
What changed from the previous Ludum Dare for me is that
I'm now —and happy to be— a father,
and I'm enough trained to wake up at 3am so I could be there attending the beginning!
This article is my diary of this incredible 48 hours past to
develop "Anthill", a minimalist anthill simulation game.
This postmortem will explain what went right and what went wrong
for this compo.
I haven't played any Ant Simulation Game
but I recently played a lot "Banished",
an awesome city-building strategy game,
and I was inspired by the "assign jobs to people" gameplay of this game.
Welcome to the world of hacks, tricks and getting-things-done-at-any-price.
Welcome to the world where coding the bad way is satisfying!
I've done a talk at Gamelier last Monday about
how to think the rendering in a more functional way.
Most of today 2D graphics libraries restrict us to a set of primitive procedures (drawRect, drawCircle, drawImage,...) but when it comes to bring more interesting features you tends to be stuck with it. Let's see how we can just do things with a function of (Vec2 => Color).
This is the way (WebGL) GLSL has already took and the presentation examples will be built on it.
Let's see what are the multiple benefits of taking that paradigm of rendering.
This article is a postmortem overview of my game development which will try to explain
what was my game mecanism ideas and show you some interesting parts with screenshots, audios and source code snippets.
The game intends to work on Desktop and Mobile.
However, Chrome is recommended
(Firefox Aurora also supports it but audio is a bit wrong, but Mozilla devs should improve this soon).
Today, it works on Android Chrome Beta on a Nexus 4, unfortunately with some clicks in the audio (Web Audio API is bleeding-edge).
This time, we were much more focused on having the best latency performance:
we used the bleeding-edge WebRTC technology,
which allows you to link clients in Peer-to-Peer instead of a classical Client-Server architecture.
The main principle of Frequency Modulation (FM) is to pipe an Oscillator (the Modulator)
into the frequency of another Oscillator (the Carrier).
This article will explain to you how FM Synthesis works with interactive demos.
In the meantime, all demos are implemented with the brand new Web Audio API,
so feel free to hack the code for your own purpose.
This article will also introduce some Audio concepts like LFO, Envelope and Finetuning.
I've recently implemented a very first FM in ZOUND live - a HTML5 collaborative audio tracker,
giving much more powerful Synthesizers (see in the following video).