Entering the Home Stretch

Posted by (twitter: @SmilingCatLTD)
April 19th, 2015 1:57 pm

…and add some music, and bam, it’s a game!

“Dirty Fork: Unleash the Mayhem” is effectively complete.

Dirty Fork

The more havoc you cause, the more restaurant staff get involved to subdue you.  Eventually, you can get a whole team of managers rapid-firing tomatoes at you.

The AI is as dumb as a bag of hammers, but the game is hard enough anyway. If I try to make the enemies smarter, I don’t think it will turn out very fun.

Clean Fork

From here, I plan to spend the rest of my time working on some stretch objectives, like crouch controls and better textures. And maybe chef’s hats and another type of food.  I don’t think I’ll get to rigging the person model or implementing multiplayer.

I looked into the whole Unity to WebGL thing.  It REALLY IS pants at the moment.  The TL;DR is that I would not be comfortable submitting the garbage that was output from that process for judging.  Sorry, Chrome users.  You’ll either need to apply the workaround or use the .exe version that I supply.

<rant>

I wasn’t optimistic based on what I’d read.  But, wow…  Webplayer build of this project is 3.5MB, runs like butter, and looks divine.  For the WebGL build – after taking 15 minutes for this trivial project to build, the distribution is over 10MB (assuming my web hosting can use all the gzip stuff, have not tested that yet and others have reported problems.  Without gzip – 50MB).  Then, when loaded up in the browser, it looks like a dog turd, and runs about as fast as one too. (3-4 fps vs. over 100fps)

So, Unity developers aren’t in a very good spot with Chrome right now with the whole forced move away from NPAPI, and it really is a suboptimal situation.  I’m all for moving away from old and insecure technologies, but not being able to do truly high-performance 3D apps in the browser like I am used to seems like a giant step backward.  Something has to give here.  Either Unity’s WebGL tech needs to be quickly brought up to par with the other Unity platforms, or some type of continued support provided for NPAPI plugins (a solution that does not require IT training of my users to apply like the current workaround), or something.  And I’m looking at both of you, Google and Unity Technologies.

</rant>

Now that I got that off my chest, back to making Dirty Fork even better…


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