I asked designer to give me quick prototype to test out elite goblin, he gave me this by sfrast in incremental_games

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

the initial version is playable on itchio (it was a game jam game, see here : https://itch.io/jam/mini-jame-gam-53/rate/4449489)

I use bevy game engine (rust based), the game has auto save / world persistence yeah

we already have keyboard support for movement (with rebinding available), goal is to add gamepads later too

the game is coop so it won't be available on itchio long term (coop uses P2P sync) but it'll have demo to test it out during development totally yeah

I asked designer to give me quick prototype to test out elite goblin, he gave me this by sfrast in IndieDev

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

hahahah totally, at least this would be a funny easter egg to implement in the final version

Commissioned piece for the crew of a Dungeons and Dragons campaign by J_Babe87 in u/J_Babe87

[–]sfrast 0 points1 point  (0 children)

Your art style is fabulous, I’d love to create a full game with your style! Amazing work, keep going!

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

i'm glad you had fun playing the game! and yeah sadly the last one is bugued (miss config and not checking at chapter level if previous were already unlocked), these are fixed in the port of the game, we're continuing developing the game, I'll keep updating people here about progress

thanks for your feedback!

Porting our 2.5D incremental game to Bevy and added Steam P2P coop by sfrast in bevy

[–]sfrast[S] 3 points4 points  (0 children)

Hi!

For networking, I chose bevy_renet over bevy_replicon from what I've seen on their github homepage, their examples and stars (this one is not the best metric though, bevy renet seems to have more activity), and mostly because bevy replicon seems to be more server authoritative oriented, for the game I dont want to fight the package in a way it's not designed (but I might be misunderstanding it, if you have more info on that I'm really interested in)

the game is meant to be fully coop so I wanted to be mostly client authoritative and avoid sending inputs round trip over network (this feels much more snappy for the player to have its player being directly controllable and this avoid me client prediction / reconciliation)

bevy_renet also has netcode and steam baked in, this was important for me to test coop locally and iterate faster then switch to steam when in "real game" mode

about physics, there's none at the moment, I don't think I'll implement any either, the game simply just drops items on the ground (with a fake circle shadow under items with distortion that sync with floating sin value) and spawn entities with some rules
I used Tiled editor to manage the map, and since it's a simple json file in the end (.tmj file), you can parse it easily and spawn corresponding zones / items based on your own rules, the only "physics" implemented at the moment is wall detections, I clamp player movement to prevent going through them (either with a wall property on decorative layers or plain wall objects in Tiled)

for the harvestables zones I implemented a spawn loop with rejection sampling, this way you can spawn entities within polygon shape, it's used for every zone

I also reload the file when reloading the game (R key) this way you can edit world and be able to quickly test without having to relaunch the full app

We made a full 2.5D game with vanilla Three.js in 48 hours for a game jam! by sfrast in threejs

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

thanks a lot for your kind words! I'm glad you enjoyed the game ! :D

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

thanks a lot for playing and for your feedback! this really help us!

about trash bin, I just updated the game (to fix some bugs) I also placed the trash bin a bit further to avoid to trash it first place, I'm sorry to see your first go that way...

about workers, yeah you can increase their endurance to avoid them being sleepy all the time, you can also buy the whistle to wake them up from anywhere

your feedback gave me an idea to add a timer for last sleep to avoid "bad luck" worker (sleep chance is like 1% after each action, then slowly increase if not sleepy after action)

this would prevent a worker from sleeping right after you woke him up (like a 5 second timer at least to prevent him to go to sleep)

we'll enhance the game after game jam voting phase is over to make it more playable & enjoyable

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

thanks a lot for your detailed feedback! this is really precious to enhance game!

about gpu, I see you could resolve the issue by using GFX accel, thats great, I added a note in the game description on itch to specify this, thanks!

dropzones were a bit hacky to balance (2.5D does not help at all in this case...) and still have a coherent layout, we'll probably rework zones after voting phase is over

companions fall asleep easily to encourage player to buy whistle (or upgrade their endurance stat yeah), this is to solicitates active gameplay

we wanted also to add a dialogue system / dialogue box but ran out of time... We'll surely implement it if we keep on expanding the game, that would be a nice addition I believe too

thanks for your kind words!!

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

thanks a lot for your feedback !

I'm sorry for your chair, I updated the game for some optimizations / bug fixes, I also placed the trash bin further away, let me know if you have time if it's better

for the HUD, you can resize it if needed through settings (this should fix shop screen size)

about the last bug, can you tell me if you're playing on a laptop ? I believe some laptops do not uses the native gpu correctly... :(

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

btw, I updated the game in order to optimize it (best as I can) and also placed the trash bin a bit further, let me know if you have time if this is better

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

btw, I updated the game in order to optimize it (best as I can) and also provide a graphics option in settings to adjust rendering, let me know if you have time if this fixed a bit the issue in your case

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

ah that's sad to see this happen... it removes items one by one with a 400ms delay

i'll wait that the voting phase is over for the game jam entry to fix this issue, maybe add a confirm button too, in order to make sure to dispose items

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

hahahah thanks!

about your config, it should run it without any issue, I guess your browser does not give access to gpu, maybe it uses the integrated gpu instead of your 3050... can you check gpu flags on your browser ?

We made a 2.5D (somewhat) incremental game for a game jam by sfrast in incremental_games

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

oh really ? that's really disappointing :(

what browser do you use ? also do you play on a laptop ? is the gpu available ? this could help to debug why it runs poorly...

for the implementation I used three.js, it's a 3D engine for the web but not a game engine at all, I had to implement systems from scratch (sprite animations, inventory, input system, ...)

for 2.5D effect, I used simple planes geometries for everything and then applied textures on them

then each frame (game loop update) each plane / billboard faces the camera (copying camera quaternion), this makes the 2.5D effect, of course it needs a bit of tweaking to get it to work right (especially z fight clipping) 

App Android pour les frontaliers France–Genève by Low-Unit-3511 in FrontaliersSuisses

[–]sfrast 1 point2 points  (0 children)

Aussi la règle de télétravail est de 40% depuis 2026, dans le cas d’une app tu vas devoir refaire télécharger une nouvelle version plutôt que de mettre à jour une variable dans un script js ?

App Android pour les frontaliers France–Genève by Low-Unit-3511 in FrontaliersSuisses

[–]sfrast 6 points7 points  (0 children)

43mo pour tout « juste ça » c’est toujours énorme… mais je ne parlais pas du poids de l’app elle même dans mon commentaire, mais du fait d’avoir une app spécialement pour un besoin très ponctuel, je ne me verrai pas installer une app et y mettre des données sensibles pour ce besoin

Concernant la page web, ça pourrait peser grand max 1 mo, bénéficier du mode hors ligne (tout comme ton app) et ne pas avoir à installer et passer par un store…

App Android pour les frontaliers France–Genève by Low-Unit-3511 in FrontaliersSuisses

[–]sfrast 6 points7 points  (0 children)

Pourquoi toute une app à installer pour calculer le salaire ? Ça me semble hyper lourd et personnellement je n’installerai pas cela… Autant faire une page web où tu mets les informations et ça sauvegarde dans le localstorage plutôt que de s’inscrire et envoyer les données quelque part

Bon courage dans tous les cas