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TIGSource ForumsDeveloperPlaytestingWebGL, Space Combat prototype
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Author Topic: WebGL, Space Combat prototype  (Read 1072 times)
TheDamocles
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« on: August 15, 2022, 07:47:58 AM »

Hello Forum,

Shuttle-Combat-Trainer is a 3D space flight sim for web-browsers.
Its kind of testbed for different systems of a larger game project, that I have turned into a action based short flightsim.

The player controls a shuttle spacecraft and must fight turrets or race along a track.
It has some nice 3D visuals, but is not a finished product, containing also placeholder art.





Controls:  

Enter for Menu
W/S speed
Q/E roll
Tab (Boost)
A/D strafe
Space/C vertical thrust
Left-Mouse shoot

(There are also left handed controls available)

What I would like to know is:
-how do the controls feel (also with autoroll turned off)
-is the performance ok (for a WebGl game)
-how is the performance impact of the post-processing (you can turn it off in case of low framerates)
-what mechanics would you like to have in a spaceship combat game

Here the Game:
https://kingdamocles.itch.io/orbit  (WebGL)




« Last Edit: August 19, 2022, 05:38:08 AM by TheDamocles » Logged
jbarrios
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« Reply #1 on: August 24, 2022, 08:03:55 PM »

Hey Damocles,

I played your game



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TheDamocles
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« Reply #2 on: August 26, 2022, 10:18:25 AM »

Thank you, I have dropped a comment in your video.

Was the framerate so low on your system, or is that related to the recording?

It should run on pretty low end hardware (for gaming), when you turn off the post processing.
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jbarrios
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« Reply #3 on: August 26, 2022, 11:42:31 AM »

The frame rate wasn't as low as it was in the video.  My recording software hogs a lot of RAM.
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Spacelab_Games
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« Reply #4 on: December 08, 2022, 05:58:47 PM »

Hi, just tried out your game. The graphics look good but right off the bat controlling the ship is a bit difficult...found myself constantly spinning around which became disorienting. Gonna try it a few more times and see if i can get a hang of the controls...that's my feedback so far.
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