[Game] Village Craft

Update 19

New build here: https://villagecraft.io

In parallel I’m testing new terrains like this, with ice and snow:

  • I want to update Android app. And have a plan to migrate from TWA to Capacitor(to unlock native Ads possibility)
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Update 20

  • Started to work with UI/UX Designer.
  • Completed Second and third locations.

Now I need to complete all game balance stuff for new maps. And I want to test in-app purchases for google play…

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Nice job ! I really like the toon textures you have

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Great improvements there on all fronts, i just wanted to do a quick test, and I got hooked longer than I expected :slight_smile:

  • I like how the guys queues up at the sawmill and wait for their turn, that must have been fun to do.
  • How to you deal jumping to the interior zone? is it just a teleport? Or a switch/hide?
  • movement is nice and smooth and works both on mobile and keyboard seamlessly, nice!
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Thanks!

Yeah, I use teleports, but under the hood it just show/hide objects and setting player’s position to new a location.

This is bird’s eye picture of the world

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Update 21

  • Now I’m using KTX2 for opaque objects and character’s sprites! I can’t figure out how to properly configure the compression’s settings for transparent objects, so, I left it “as is” in the PNG.

  • Blending material: now torches and lamps are shining!

  • New UI!

  • New option “Use antialiasing” has been added to the Settings.

  • Mounts: Horses!

image

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Update 22

Testing drawInstanced with 240 enemies (6 different skeletons via VAT)

Really love BJS for such awesome performance!

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Woot! this is crazy!

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It’s incredible seeing how much you keep making this better and better. So impressive Alexander!!

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Totally agree! I gave it a try the other day and had to force myself to stop and get back to work :slight_smile:

The game is really taking shape and maturity.

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Thank you guys! I decided to go to the next project with the current updated graphics. Will create a separate topic soon!

Hello @Alexander_Sosnovskiy :slight_smile:

I just discovered this topic, and it’s amazing ! :+1:
Following the list of questions @pavul asked, and that you kindly answered, let me add some if you don’t mind :grin:

  1. You said :

What do you mean by “cost” ? Do you mean that you want to reduce the page load time, or you are actually speaking about hosting cost, somehow ? In both cases 1MB don’t seem a lot to me, that’s why I’m curious…

  1. About hosting : How is Poki working : Are they hosting the backend server themselve ? If yes is it still your code running out there ? Let’s say I’m interested to test a release of a game on Poki, while I’m used to AWS tools (S3, DynamoDB, etc), is it a no go ?

  2. (If Poki is hosting) do they manage themselve to handle a huge peak of users (“for free”) in the case the game is a hit ? Because problem when you host yourself, is that thouthands of users from a day to another can increase costs faster than incomes are generated…

  3. You said :

How do you deal with front end source ? I mean, since it’s public… As far as I know, there is no way to hide client side JS, except mangling/minifying, but since AIs… It’s no longer useful for privacy… Or do you have a stronger way you can share ?


I would have a lot of other questions, but I won’t spam too much :grin:


I gave a try to the game : Wow, impressive work ! :+1:
About possible enhancement I see :
I would try to avoid parenting the camera to the player in such a “stiff” way.
Did you try to add some damping ? Like parenting the camera to a Vector3, and then this Vector3 would be in constant acceleration toward the player. Result is the same expect camera movement would be smoother :slight_smile:


++
Tricotou

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Thanks!

For web games every mb is important! You will lose a lot of players with every additional mb.

Poki has a brilliant video about it https://www.youtube.com/watch?v=1odNKssL3Oc

Poki provides only CDN for your client build. You should host the backend stuff by yourself.

You are right. I meant only mangling/minifying.

I’m ok if someone with a good experience will see how it works under the hood and learn something.

I just don’t want to see clones of my games on different platforms before I go to prod first)

I’d be happy to answer!

Thanks for the idea! I’ll implement it in the next game.

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Hi @Alexander_Sosnovskiy , great project indeed. I have a couple of questions and would be happy to get your answers.

How much time does it take to submit a game to Poki, and what are their main requirements for a game that are not documented? Are we eligible to share the game on other web platforms, or should these details be discussed with them?

Feel free to tweak it further if needed!

Hey thanks!

It took 3 months for me to complete the demo for Poki and another 3 for polishing the game.

There are no special requirements. It just should be fun to play the game)

Poki likes exclusive deals, but I can discuss it with your manager.

Got it, thank you for your reply.

@Alexander_Sosnovskiy
This is topic is solid piece of knowledge :slight_smile: Somehow i missed it :stuck_out_tongue:
And effects of hard work are amazing! I love it.

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Thank you! There are several new games in development. I’ll share more info soon as well :wink:

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So what is your experience of using React over pure HTML5+CSS approach as it comes to GUI? Are there any advantages or overheads in both technologies? To me, it seems easier to use just HTML5+CSS but I understand that it most depends on complexity of a game.

You can bind ECS system directly to the UI elements without using events or something like this as this is too complicated approach to control.