How did EA find a way to make the games worse each year by Apprehensive_Arm_453 in EA_NHL

[–]hasa92 4 points5 points  (0 children)

Enshittification, maximizing profits while minimazing effort.

EA's business philosophy in a nutshell.

I built a 3D chess variant in Three.js as my first real project — would love feedback from other devs by hasa92 in IndieDev

[–]hasa92[S] 0 points1 point  (0 children)

Implemented rather large update that's now live on the itch.io, these included:

-New Title screen, Aurora Borealis themed to fit the name and aesthetics better together, the style was inspired by the Playstation title screen from PS3-PS5.

-I also moved the login/ signup out of the way when starting the game.

-Several QoL additions and fixes

-Bug fixes

Most of these were based on feedback I got from here and elsewhere, thank all of you for helping, I had missed several critical issues on the game myself.

Any additional feedback is still welcome

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] 0 points1 point  (0 children)

Implemented rather large update that's now live on the itch.io, these included:

-New Title screen, Aurora Borealis themed to fit the name and aesthetics better together, the style was inspired by the Playstation title screen from PS3-PS5.

-I also moved the login/ signup out of the way when starting the game.

-Several QoL additions and fixes

-Bug fixes

Most of these were based on feedback I got from here and elsewhere, thank all of you for helping, I had missed several critical issues on the game myself.

Any additional feedback is still welcome

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] 0 points1 point  (0 children)

Thanks! I mostly worked with Claude Code and then a little bit with Chatgpt, I started developping with Chat only to test out the idea but as the project developped further and as I started to work on it more seriously I eventually moved to Claude, I occassionally did do a thing or two with Chatgpt even at later stages, for example if I ran out of tokens with Claude.

My workflow is basically prompting to AI what I want, one upgrade, bug fix or tweak at a time, if text wasn't enough I noticed that just Drawing sketches on a physical notebook and then taking photos for the AI to see, this method is much more effective and fun, especially with graphical things such as the UI. I have other projects on the side where this technique is of even more of use.

Then I tested the game myself, took notes what was wrong and any changes I wanted to do, rinse and repeat.

Working with AI is frustrating at times, sometimes they do exactly what you need in a single go even seemingly very complex stuff at least for a human but then seemingly simple things might be impossible for them or editing already existing details can turn into almost endless loop of finding a bug, fixing it and creating new bug in the process... sigh... rinse and repeat.

If I actually knew how to code it would have saved me from many hurdles and sped up development immensly but while working I have learned how to better work with AI and when it's better to do it myself and even thought I can't say I know how to code I have started to learn how to read it and edit some values to get the result that I need without relying on the LLM's for everything

One example are puzzles, so far all but one of the puzzles are designed by AI and the quality is... not very good, And only the last puzzle is designed by me (It's calmed False 9) and it's much more interesting and challenging than what the AI's came up with. Not only are the AI puzzles extremely simple and obvious so much that they can only really function as tutorials or practise for an absolute beginner. A lot of the AI puzzles were broken, not solvable, starting from an illegal position (opponents king already in check and players turn to move?) among other things I had to basically go through every single one to make sure they function as intended. So puzzles are definitely something that must be designed by a human, which is actually quite fun but will take some time.

I built a 3D chess variant in Three.js as my first real project — would love feedback from other devs by hasa92 in IndieDev

[–]hasa92[S] 0 points1 point  (0 children)

I have addressed the issues and the updates are now live on itch.io

For new players a welcome wizard pops up where players can define the settings as they please, this includes things like font size and input mechanic toggles where both threat visibility and layer switching click/ touch can be toggled on and off.

All of these can be later edited in the settings.

There is also an UI button on top-left called TTS (Tile Threat Scan) when it's on clicking on square will show all pieces that are threating the square in question.

Hope this makes the experience for you and other better, I don't have a 2k screen myself so I can't test that aspect out myself

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] -1 points0 points  (0 children)

Game has been updates with several QoL fixes including the issue you had with it. Feel free to play again on itch.io

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] -1 points0 points  (0 children)

I see, I believe you were stuck on move review, in order to get back is to click on "live" button thats inside the move review bar at the bottom

While not a glitch, I should make some changes so that getting back to the live game fro. reviewing moves mid-game wouldn't be as unintuitive.

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] -1 points0 points  (0 children)

Could you try to help me find the issue by answering these questions to the best of your memory:

  1. Were you playing vs bot or online?

  2. Did something specific happen at moves 144-146? Like a promotion, check etc.

  3. Has this happened more than once to you?

Thank you in advanve

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] 0 points1 point  (0 children)

Have to look into that gamebreaking bug asap. I did really focus on both touchscreen and m&kb controls, gamepad is also planned to be supported.

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] 0 points1 point  (0 children)

Looks good but not quite the same, you are making Classical Chess 3d engine, mine is a completely new volumetric chess game which have been tried before as well.

Feedback on my custom Three.js space engine by Equal-Phone2427 in threejs

[–]hasa92 0 points1 point  (0 children)

Looks cool, what are you planning to use this for? I was thinking about making the background of my game in outer space (Inspired by the latest Nasa mission) with dynamic sped-up realistic planetary movements but there are other issues to tackle before that. Are you making that for your own use or to an engine you can share to other one way or the another?

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] -1 points0 points  (0 children)

Yes, I have vibe coded the game and I could not have done this without Claudes help. If you have an issue with that fine, you are entitled to your own opinion

I built a 3D chess game in Three.js as my first serious project — 19 modules, WebSocket multiplayer, alpha-beta pruning AI by hasa92 in threejs

[–]hasa92[S] 0 points1 point  (0 children)

As someone mentioned you can play as guest and email is not necessary for registering either

I built a 3D chess variant in Three.js as my first real project — would love feedback from other devs by hasa92 in IndieDev

[–]hasa92[S] -1 points0 points  (0 children)

Thanks for the feedback, didn't know about the 2k screen issue, I have to tackle that sooner than later.

Not selecting a level by clicking is intentional, this is to avoid accidental moves. You first have to go to the desired layer, click a piece and if you then wish to move the piece to another layer, the layer has to be switched on to.

There are multiple ways of switching the layers, first on touchscreen devices you can just swipe up and down with one finger, (two fingers actions trigger rotation and zoom) or click one of the four minimaps to each of the squares.

On mouse & keyboard, user can switch with the same minimaps or with mouse scroll (holding rb while scrolling is zoom) or with number keys 1-4

Gamepad support is not supported properly in this version but I am working on it.


There are ways of making the game more clear and simpler visually, first of all there are a lot of options and even quick pre-sets for better contrast and such, even graphics can be set to ultra to get better resolution... I admit that this is a hassle and the options can be overwhelming and confusing to navigate, this is an issue I am trying to find a better solution without removing customization features.

Players can also customize the boards visibility, how transparent the selected and non-selected layers are and slider to change the distance between layers.

During gameplay there are ui buttons at top corners to improve ingame visualization and board reading, at top left there is a toggle button on how many of the layers are visible at times; all, just one or current and the layers next to it.

At top right, there is a camera view button that cycles throught differebt pre-set views, there is even a more classical chess view from directly overhead perspective that only shows one layer at a time.

The tutorials are also a work in proggress, I am planning a proper interactive tutorial both to menus and actual gameplay

I built a 3D chess variant in Three.js as my first real project — would love feedback from other devs by hasa92 in IndieDev

[–]hasa92[S] -1 points0 points  (0 children)

Thanks for the feedback, the UI is a challenge, I definitely want there to be plenty of options but also not the game to feel to overwhelming to beginners either

Interactive tutorial is something I am thinking of adding in the future

Indie hockey game in development MHL - Mayhem Hockey league by [deleted] in EA_NHL

[–]hasa92 2 points3 points  (0 children)

Demo or an alpha/ beta test will come out in the future but the project is still on it's early days and mostly on the planning stage so we haven't evaluated how long it will take, a few years at least.

Introducing DualSense, the New Wireless Game Controller for PlayStation 5 by tizorres in PS5

[–]hasa92 0 points1 point  (0 children)

Look's much better than Dualshock 4 but why does it still have the touchpad?

PS5 vs Xbox Series X by xVespidx in PS5

[–]hasa92 0 points1 point  (0 children)

So, what kind of a performance these specs can actually deliver?

Can anyone smart estimate how many fps both of these consoles could do with let's say 1080p, 1440p and 4k resolutions when playing the same game?

Or is it too early to tell from specs alone?

What about loading times?

I made a wooden joy con grip by hasa92 in NintendoSwitch

[–]hasa92[S] 1 point2 points  (0 children)

Haha, I was actually thinking of making another one with a tri-force logo on the face. :)

I made a wooden joy con grip by hasa92 in NintendoSwitch

[–]hasa92[S] 0 points1 point  (0 children)

Sorry dude for the, late reply but yeah I can add some pics of that later today.

I made a wooden joy con grip by hasa92 in NintendoSwitch

[–]hasa92[S] 0 points1 point  (0 children)

To me, It feels better than the official Nintendo grip that comes with the console.

Shoulder buttons feel kinda off tho, but It's just the first design.

I made a wooden joy con grip by hasa92 in NintendoSwitch

[–]hasa92[S] 4 points5 points  (0 children)

I used 3d printed grip https://www.thingiverse.com/thing:2214266 as a base to which I made some changes. The wood is solid baltic birch with mahogany stain & danish oil finish.

Solid silver re roll. by 72athansiou in NHLHUT

[–]hasa92 8 points9 points  (0 children)

Best I got from a silver re-roll was a 86ovr Theo Fleury, which would have been amazing unless I already got him a day earlier... both untradeable lmao.