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Unpublish WASM demos until I find out why they're not working anymore
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Diff for: content/demos/20220910-dino-jump.md

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title = "Dino Jump"
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date = 2022-09-10
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draft = true
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[taxonomies]
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tags = ["demo", "rust", "macroquad"]
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[extra]
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wasm = "/assets/demos/wasm/dino-jump.wasm"
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## Controls
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* Hit `Space` to jump and restart the game
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- Hit `Space` to jump and restart the game
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## Context
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This is just a very small prototype I made on a train with Rust and Macroquad.
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You control the black rectangle on the left. Just hit `Space` to avoid incoming obstacles and score higher.
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## Repo
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Source code is available on [Github](https://github.com/mbuffa/game-prototypes/tree/master/00-dino-jump)
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Source code is available on [Github](https://github.com/mbuffa/game-prototypes/tree/master/00-dino-jump)

Diff for: content/demos/20221120-turrets.md

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title = "Turrets"
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date = 2022-11-20
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draft = true
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[taxonomies]
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tags = ["demo", "rust", "macroquad"]
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[extra]
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[Follow the dev on Twitch][0]
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## Controls
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* Left mouse click: Place regular turret
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* Right mouse click: Place laser turret
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* Escape: Take manual control of standing by turrets
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* Escape again: Take the turret back to automatic mode
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- Left mouse click: Place regular turret
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- Right mouse click: Place laser turret
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- Escape: Take manual control of standing by turrets
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- Escape again: Take the turret back to automatic mode
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## How to play
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There's neither winning nor losing mechanic at the moment, so you can take your time :D
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* Targets will spawn from the top of the screen
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* You can place turrets to destroy them; each turret has its own sensor and `will shoot automatically`
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* Place turrets using your muse: left click deploys a `regular turret`, right click deploys a `laser beam turret`
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* Regular turrets shoot projectiles at a medium pace (for 20 damage)
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* Laser Beam turrets concentrate a beam on their target, inflicting low damage constantly
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* Targets have 100 health points
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- Targets will spawn from the top of the screen
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- You can place turrets to destroy them; each turret has its own sensor and `will shoot automatically`
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- Place turrets using your muse: left click deploys a `regular turret`, right click deploys a `laser beam turret`
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- Regular turrets shoot projectiles at a medium pace (for 20 damage)
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- Laser Beam turrets concentrate a beam on their target, inflicting low damage constantly
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- Targets have 100 health points
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## Context
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It's been a while since I wanted to prototype a small turret, similar to what can be found in Team Fortress 2:
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{{ youtube(id="E6Aa0j3pQUc", class="video_embed") }}
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The idea was basically to have a Turret featuring those characteristics:
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* Separate Sensor and Cannon, with the Sensor moving left to right (60 degrees on each side)
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* A basic AI able to operate the turret, switching its internal state and rotating the cannon to the next target
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- Separate Sensor and Cannon, with the Sensor moving left to right (60 degrees on each side)
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- A basic AI able to operate the turret, switching its internal state and rotating the cannon to the next target
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And that's pretty much it. I didn't intend to make anything playable out of it, but I may end up refactoring on a regular basis and adding new features, as it's much funnier than I initially expected.
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I will probably continue streaming game dev, either this prototype, or new ones, so please [head over to Twitch][0] if you're interested in that!
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## Goals
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Those items are on my To-Do list:
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* Add more sounds and replace my awful placeholders (once I figured out how to make samples); got any SimCity 2000 vibe with that laser beam sound :D?
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* As suggested on my Twitch channel, implement a network of sensors with a simple PubSub design, allowing one turret to alert the other ones; possibly adding the possibility to deploy Sensors directly as well
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* Fix the laser beam collision detection (currently, if a target appears between a laser beam turret and its target, nothing happens)
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* Fix the annoying right click behavior on that page (yeah, I know)
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* Possibly refactor and make a game out of it, like a tower defense
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- Add more sounds and replace my awful placeholders (once I figured out how to make samples); got any SimCity 2000 vibe with that laser beam sound :D?
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- As suggested on my Twitch channel, implement a network of sensors with a simple PubSub design, allowing one turret to alert the other ones; possibly adding the possibility to deploy Sensors directly as well
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- Fix the laser beam collision detection (currently, if a target appears between a laser beam turret and its target, nothing happens)
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- Fix the annoying right click behavior on that page (yeah, I know)
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- Possibly refactor and make a game out of it, like a tower defense
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## History
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* 2022-11-28: More neutral colors
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* Guns stop moving on idle mode
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* Sensors now follow their current target
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* 2022-11-26: Burst Mode for regular turrets!
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- 2022-11-28: More neutral colors
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* 2022-11-20: Laser beam turrets!
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- Guns stop moving on idle mode
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- Sensors now follow their current target
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* 2022-11-15: More bug fixes
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* Introduction of an Assets store
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* Fixed target spawns
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- 2022-11-26: Burst Mode for regular turrets!
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* 2022-11-08: Various bug fixes
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* Turrets can now follow their target
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* Some sounds were added
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- 2022-11-20: Laser beam turrets!
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* 2022-11-07: Initial implementation
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* One turret in the center of the screen, with a sensor moving left to right
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* A functional cannon (manual)
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* A functional AI, using the sensor to detect targets and rotating the cannon to shoot at them
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* Target spawns from the top of the screen
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- 2022-11-15: More bug fixes
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- Introduction of an Assets store
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- Fixed target spawns
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- 2022-11-08: Various bug fixes
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- Turrets can now follow their target
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- Some sounds were added
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- 2022-11-07: Initial implementation
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- One turret in the center of the screen, with a sensor moving left to right
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- A functional cannon (manual)
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- A functional AI, using the sensor to detect targets and rotating the cannon to shoot at them
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- Target spawns from the top of the screen
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## Repo
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Source code is available on [Github](https://github.com/mbuffa/game-prototypes/tree/01-turret/01-turret)
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[0]: https://www.twitch.tv/relakksmakks

Diff for: content/demos/20230126-spell-it.md

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title = "Spell It"
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date = 2023-01-26
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draft = true
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[taxonomies]
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tags = ["demo", "rust", "macroquad", "gamejam"]
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[extra]
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[Play the game and read the GDD on Itch.io][0]
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## Controls
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* Alphabetical letters on your keyboard
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- Alphabetical letters on your keyboard
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## How to play
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* You'll face encounters with various numbers of enemies, in turn-based sequences
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* Pick a spell on your spellbook on the left, and type it when it's your turn to act
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* Once all enemies are defeated, you can automatically go to the next fight
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* Keep in mind that you have a spell raising your shield, healing you, and dealing damage in two ways: mono target and multi target...
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* ...And that mono target spells always affect the left-most creature :)
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- You'll face encounters with various numbers of enemies, in turn-based sequences
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- Pick a spell on your spellbook on the left, and type it when it's your turn to act
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- Once all enemies are defeated, you can automatically go to the next fight
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- Keep in mind that you have a spell raising your shield, healing you, and dealing damage in two ways: mono target and multi target...
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- ...And that mono target spells always affect the left-most creature :)
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## Context
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I created this prototype for the Pirate Software 11th Game Jam organized by Thor during January 2023. The event was a 2 weeks game jam including the elaboration of a game design document, and the development of the game itself. To participate, you had to make assets on your own without any use of licensed material or AI generated content.
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Since this was my first jam, I joined solo to see how far I would go. I initially planned to implement Speech-To-Text with CoquiSTT (and even full first person dungeon crawler mechanics), but finally reduced the scope of the project to a text-based MVP.
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The theme was "Unusual Magic" :) So I started drafting a document to think how this could be interpreted, with the following question in mind: *What's a usual way of representing magic in fictions?* And after a few ideas, I was excited about the idea of using voice recognition for throwing spells.
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The theme was "Unusual Magic" :) So I started drafting a document to think how this could be interpreted, with the following question in mind: _What's a usual way of representing magic in fictions?_ And after a few ideas, I was excited about the idea of using voice recognition for throwing spells.
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## Goals
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Those items are on my To-Do list:
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* Adding sounds :)
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* Testing Speech-To-Text with CoquiSTT and a custom trained model
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* Adding ambient samples or MIDI tracks (once I have learned how to make basic and decent soundtracks)
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* Going 3D for the Scene Rendering
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* Add low poly 3D models
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* Rewrite with Bevy
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* Add a Speed spell
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* Adding better AI, with monster Spells, charged attacks, moves and buffs
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- Adding sounds :)
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- Testing Speech-To-Text with CoquiSTT and a custom trained model
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- Adding ambient samples or MIDI tracks (once I have learned how to make basic and decent soundtracks)
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- Going 3D for the Scene Rendering
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- Add low poly 3D models
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- Rewrite with Bevy
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- Add a Speed spell
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- Adding better AI, with monster Spells, charged attacks, moves and buffs
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## History
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* 2023-01-26: Initial Itch.io release
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* Turn-based combats with sequences based on entities speed
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* List of stages featuring a various number of enemies
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* Very Basic AI (creatures always do a simple attack)
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- 2023-01-26: Initial Itch.io release
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- Turn-based combats with sequences based on entities speed
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- List of stages featuring a various number of enemies
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- Very Basic AI (creatures always do a simple attack)
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## Repo
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Source code is available on [Github](https://github.com/mbuffa/game-prototypes/tree/master/02-spell-it)
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[0]: https://relakksmakks.itch.io/spell-it

Diff for: css/main.css

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html {
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font-family: 'Lato', sans-serif, system-ui, -apple-system;
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/* font-size: x-large; */
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/* font-weight: bolder; */
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font-size: medium;
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}
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body {

Diff for: templates/articles/_articles.html

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<th></th>
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<th class="text-left">
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<h1 class="m-2 p-2 inline-block font-bold text-2xl">{{ title }}</h1>
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<aside
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class="m-2 p-2 inline-block font-normal dark:font-thin dark:text-white text-black">
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<p class="m-2 p-2 inline-block font-normal dark:text-white text-black">
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{{ subtitle }}
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</aside>
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</p>
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</th>
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</tr>
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</thead>

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