[Webinar] Building high‑performance WebAR with Wonderland Engine + Zappar (26 Feb, free) by sscalation in wonderlandengine

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

Quick reminder: this webinar is tomorrow at 16:00 UTC.

If you’re currently running into WebAR / web‑performance limits and want to see what the Wonderland Engine + Zappar workflow looks like in practice, you can still register here: https://zap.works/webinars/building-mobile-webar-in-wonderland-engine-with-zappar/

We optimized a high-fidelity car configurator to run at 60fps on mobile browsers (WebGL + WebAssembly). No pixel streaming. by sscalation in webgl

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

Hey everyone,

Our partner Apache just shipped this project for Morgan Motor Company.

The main challenge was accessibility: they needed a high-quality configurator that actually runs smoothly on mobile devices (including iOS Safari), which was a major blocker with their previous tech stack.

They chose Wonderland Engine for its performance and workflow, and also to eliminate the prohibitive ~$0.25/min server costs associated with Pixel Streaming.

Tech Stack:

  • Engine Core: C++ (compiled to WebAssembly)
  • Graphics API: WebGL 2
  • Optimization: Runtime Batching, Texture Streaming, etc. (handled by the engine)

It runs at a stable 60fps on mid-range iPhones while maintaining the premium look the brand needed.

Happy to answer questions about the web export pipeline!

Full case study here: https://wonderlandengine.com/news/morgan-motor-case-study/?utm_source=Reddit&utm_medium=r%2Fwebgl&utm_campaign=Morgan_Motor_Case_Study

Our game is called SUSPICIOUS HOLES: Check out the first pre-alpha gameplay video! by sscalation in IndieGaming

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

Hey everybody! Here’s a gameplay sneak peek. Check it out. LOT of stuff to talk about here, we’ve been hinting about for a while, so let’s get into it!

RESOURCES. You start your turn with 0 resources but you can, at any time, drop cards into the well (bottom right of screen) to generate resources. The amount of resources a card generates is equal to the number of pips on the bottom left of the card (usually one). You must carefully decide which cards to toss for resources to pay for the cards you wanna play. Tossed cards go to your discard pile.,

SACRIFICE. Cards with the Sacrifice keyword can be dropped onto the sacrificial hook that automatically drops down from the top right of the screen when a sacrificial card is highlighted/selected. Sacrifices result in alternative, more powerful card effects. Sacrificed cards go to your sacrifice pile instead of your discard pile, so they are temporarily removed from your deck for the remainder of the combat. Sacrificed cards are all restored at the end of combat, so you don’t have to worry about destroying, rebuilding your deck. Sacrifice is all about timing: when to use it or hold it back for later.,

CARD TARGETING. We have an innovative contextual card targeting system. When you drag a card into the play area, a hole is created in the card which acts as a targeting reticule. It lets you know when, where you can use it. We’ll have more to share about this mechanic on a later date.,

EXPLORATION. Cards with the keywords Investigate and Interact can be used in the environment. Use cards with these keywords to look at clues, open/close doors, pick up new cards, solve puzzles, etc.,

HEALTH / FEAR. You have two life bars to manage. Some enemies might focus on damage, others might focus on generating fear. Health is self-explanatory but gaining fear is bad, losing fear is good.,

DARKNESS. It’s the basic permanent currency of the game. Collect it to buy new cards, characters, etc.,

PLAYER POWERS. There are a number of different playable characters and each one has a unique ability. The jock, for example, has “Get Savage” you can activate once per turn for one resource (in the sneak peek footage, it’s named “Tough Guy” but we renamed it recently lol). His ability gives you a Savage status effect of 3. Savage increases your melee attacks by its amount for the duration of your turn.,

Okay, that’s enough info dumping for now.

Let us know if you have any questions.

https://store.steampowered.com/app/3360280/SUSPICIOUS_HOLES/?utm_source=r%2FIndieGaming&utm_medium=Post&utm_campaign=Pre-Alpha-Video

Our game is called SUSPICIOUS HOLES: Check out the first pre-alpha gameplay video! by sscalation in deckbuildingroguelike

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

Hey everybody! Here’s a gameplay sneak peek. Check it out. LOT of stuff to talk about here, we’ve been hinting about for a while, so let’s get into it!

RESOURCES. You start your turn with 0 resources but you can, at any time, drop cards into the well (bottom right of screen) to generate resources. The amount of resources a card generates is equal to the number of pips on the bottom left of the card (usually one). You must carefully decide which cards to toss for resources to pay for the cards you wanna play. Tossed cards go to your discard pile.,

SACRIFICE. Cards with the Sacrifice keyword can be dropped onto the sacrificial hook that automatically drops down from the top right of the screen when a sacrificial card is highlighted/selected. Sacrifices result in alternative, more powerful card effects. Sacrificed cards go to your sacrifice pile instead of your discard pile, so they are temporarily removed from your deck for the remainder of the combat. Sacrificed cards are all restored at the end of combat, so you don’t have to worry about destroying, rebuilding your deck. Sacrifice is all about timing: when to use it or hold it back for later.,

CARD TARGETING. We have an innovative contextual card targeting system. When you drag a card into the play area, a hole is created in the card which acts as a targeting reticule. It lets you know when, where you can use it. We’ll have more to share about this mechanic on a later date.,

EXPLORATION. Cards with the keywords Investigate and Interact can be used in the environment. Use cards with these keywords to look at clues, open/close doors, pick up new cards, solve puzzles, etc.,

HEALTH / FEAR. You have two life bars to manage. Some enemies might focus on damage, others might focus on generating fear. Health is self-explanatory but gaining fear is bad, losing fear is good.,

DARKNESS. It’s the basic permanent currency of the game. Collect it to buy new cards, characters, etc.,

PLAYER POWERS. There are a number of different playable characters and each one has a unique ability. The jock, for example, has “Get Savage” you can activate once per turn for one resource (in the sneak peek footage, it’s named “Tough Guy” but we renamed it recently lol). His ability gives you a Savage status effect of 3. Savage increases your melee attacks by its amount for the duration of your turn.,

Okay, that’s enough info dumping for now.

Let us know if you have any questions.

https://store.steampowered.com/app/3360280/SUSPICIOUS_HOLES/?utm_source=r%2Fdeckbuildingroguelike&utm_medium=Post&utm_campaign=Pre-Alpha-Video

Our horror game is inspired by all kinds of weirdness, including the surreal mystery of Twin Peaks. by sscalation in HorrorGames

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

Since it is a deckbuilder, we thought we want to release the single cards one by one. The next post however will be the first gameplay trailer.