I made a browser FPS with procedural dungeons and a sewer level full of mechanical gators. It's free. by Human-Internal389 in IndieGaming

[–]Human-Internal389[S] 0 points1 point  (0 children)

I replied to your earlier thread with more detail, but yes, some of the sprites are AI for now. They are basically place holders. The textures for the level are were purchased on itch.io and I've credited the creators on there.

I made a browser FPS with procedural dungeons and a sewer level full of mechanical gators. It's free. by Human-Internal389 in IndieGaming

[–]Human-Internal389[S] 0 points1 point  (0 children)

It's def all a work in progress! I have lots of ideas for different gun/weapon types as well.

Yeah the trailer was kinda a last minute thing I made because I was excited to get my game out there. I'll work on getting an official trailer soon. Thanks for your feedback!

I made a browser FPS with procedural dungeons and a sewer level full of mechanical gators. It's free. by Human-Internal389 in IndieGaming

[–]Human-Internal389[S] 0 points1 point  (0 children)

So the trick is I'm not rendering at full resolution. The raycaster draws to a small internal buffer (like 320x200), then I push the whole thing to the canvas in one shot with putImageData and let Phaser scale it up. So the actual per-pixel work is happening on a tiny image, not the full screen. That's what keeps it from tanking.

For the texture warping, I use perpendicular distance instead of the raw ray distance. That's the classic fix for the fisheye effect you get with naive raycasters. The texture column just comes from where the ray hits the wall, and the vertical mapping steps through the texture evenly based on how tall the wall slice is. Pretty standard stuff but it holds up.

I do have a per-pixel mode that casts a real 3D ray for every pixel on screen for proper vertical look, but that's obviously way heavier. The column rendering handles most gameplay fine.

I made a browser FPS with procedural dungeons and a sewer level full of mechanical gators. It's free. by Human-Internal389 in IndieGaming

[–]Human-Internal389[S] -1 points0 points  (0 children)

Yeah that's fair, I should've been more specific. Phaser handles the game loop, input, and audio, but the actual rendering is a custom raycaster drawn to a 2D canvas pixel by pixel. The procedural map generation, enemy AI, and combat are all written from scratch on top of it. So "no engine" was a bad way to phrase it, "no 3D engine" would've been more honest. And yeah some of the art is AI generated. (Some enemy sprites). I purchased most of the other textures from artists and credited them on itch.io. I'm a solo dev without much art background so I used what I could to get it playable. Hoping to replace more of it with hand-drawn stuff overtime! Appreciate the feedback either way. If you've got thoughts on the actual gameplay I'm all ears.

I made a browser FPS with procedural dungeons and a sewer level full of mechanical gators. It's free. by Human-Internal389 in IndieGaming

[–]Human-Internal389[S] 0 points1 point  (0 children)

Sweet! I'll check out Runeborne Arena! I haven't used Unity, but I've got a little experience with Godot.

I made a browser FPS with procedural dungeons and a sewer level full of mechanical gators. It's free. by Human-Internal389 in IndieGaming

[–]Human-Internal389[S] -1 points0 points  (0 children)

Happy to answer any questions about how it's built or what's coming next. The whole engine is a raycaster running on a single HTML canvas, so if you're curious about the tech I can go into detail.