Haha, thanks! I really love that approach with simple grids and wall tiles - and wasn't that how dungeon crawlers were made in the first place? :) And yeah - that focus on the visuals eventually killed me, so I had to hack in the player movement in the last few hours to at least have something to show at the end of the 9 days.
o:tone
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Thank you so much for checking it out and taking the time to capture and upload it! Much appreciated.
Regarding the bug - I noticed something similar with the keyboard UI input, where in a certain situation the up and down arrows would be executed at the same time, resulting in an infinite loop of up/down movement.
Did you play the web version on a Mac by any chance?
Aparrently I did not spent the time doing this before the jam - nor did I want to use Unity, Godot, or any other pre-built game engine. Instead, I used the jam as a learning opportunity to experiment with this technology and come up with this custom 3D game engine. Of course I could have made a game with a pre-made engine, but I am a bit tired (of the bloat) of today's engines and curious to learn more about making my own, so I think this was time well spent even though I did not achieve a real game - next year it should be possible to focus on that with the tech ready!
And tbh I don't think I would have come that far in getting the engine to work in just 9 days without the time pressure of the jam but yeah agree - in a perfect world I would have managed to do so anyways :D
Hey thanks for checking it out! This is due to a last minute fix - I disabled the new game button in the web version because it crashed the game. After the rating when uploads are possible again I'll fix that.
You can reach the first person view though via the editor by following these steps:
1. Open Editor (Top Left Button in menu)
2. Via the file Menu, open "test.level" file
3. Press tab key to toggle between editor and first person view
I totally agree - I've removed the "hacky workaround" guide, even though it's definitely a false positive, it's never reasonable to ask players to add an exclusion. I also heard from some Windows users that it was only detected as potentially malicious when downloaded via Chrome, but without the Windows Defender trojan warning (like on my PC), so it may still be good for some cases.
All in all this is unfortunate - I've just read a bit about it and it seems to be more or less random for unknown / new apps that have not been used by large amounts of people - I'll research more about the options there to sign the app - allthought at first glance it looked like you'd need a company to proplery sign a build.
Maybe some more details: I come from a Unity/Unreal Engine background and have only recently switched to doing custom engines in C++, so this virus detection issue was never an issue before with the trusty pre-built engines off the shelf. So these are some new challenges for me to tackle.
Anyway, thanks for pointing this out and trying the game out!
Hey - yes I had to disable the New Game button in WebGL as it crashed for some reason. To get to the first person movement click the editor button(top left in main menu), then open "test.level" and press tab to switch to gameplay. This is a definitely unfortunate but was the only way for me to be able to submit at least something at the end of the jam :D
Fully agree to your closing sentence. I thought the same - how nice would it be to target desktop and web via emscripten.
I had roughly 4 days for this 7drl challenge and eventually spent two days only for getting the build run via emscripten. Initially I used opengl 4.1 core but learned that I need to make it compatible with opengl 3.3 - so that it would run in webgl 2.0 which is similar to opengl es 3.0 in emscripten.
I needed to adjust all my glsl shaders and tackle some nasty bugs where things like the world generation would behave differently in the browser compared to the desktop version.
So I needed to check the random number generators and also convert the data structures from c-style arrays to std::vector.
Also the asset loading needed to be adjusted for the browser with preloading resources in the virtual filesystem.
All in all I'm quite happy with the results and that I was eventually still able to make a web build via emscripten, although I thought it would take way less time to get it to work. But it was time well invested - now I'm able to do cross-platform for desktop and web for future jams and next years 7drl!