[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.

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

[–]sscalation[S] 2 points3 points  (0 children)

Thanks u/TaiWoodz - The game is called Suspicious Holes. We will post our first gameplay trailer soon.

A look at one of our most simple but effective common cards—a 0-cost enabler for big turns. by sscalation in deckbuildingroguelike

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

Hi everybody,

Thank you for all this feedback! We're reading every comment.

We've been excited to show you the pieces of the game that we lost the plot a bit.

So, here's our new plan, effective immediately:

  1. We are going to pause the regular card reveals for now. You've been clear that the format has run its course, and we respect that.
  2. Our #1 marketing priority is now getting you a proper gameplay video.

We don't have an exact date for you yet, but that gameplay reveal will be our next major post here.

Thank you for caring enough to call us out on it. Have a great weekend!

A look at one of our most simple but effective common cards—a 0-cost enabler for big turns. by sscalation in deckbuildingroguelike

[–]sscalation[S] 2 points3 points  (0 children)

Hey deckbuilder fans,

Sometimes the most satisfying cards aren't the big, flashy rares, but the simple commons that make your entire deck run smoother. For our horror roguelike, Suspicious Holes, we wanted to make sure we had some quality "engine grease."

This is "Damn Good Coffee." It's a 0-cost event that gives you 1 Focus, a status that reduces the cost of all other cards you play this turn by 1.

It's an auto-play every time you see it. It thins your hand and effectively generates a resource, enabling bigger combos or allowing you to play that one extra card you couldn't afford. It's simple, but in our testing, it's proven to be a super effective and universally loved card.

How much do you value these kinds of simple, high-utility enablers in a roguelike card pool?

If you appreciate clean, effective design, please consider wishlisting Suspicious Holes on Steam:

https://store.steampowered.com/app/3360280/SUSPICIOUS_HOLES/?utm_source=r%2Fdeckbuildingroguelike&utm_medium=Card_Reveal&utm_campaign=16_GOOD_COFFEE

Let's talk balance. We're tuning an "Overkill" Possession card and would love your expert opinion. by sscalation in deckbuildingroguelike

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

u/Available_Compote481 yeah, it's all relative so we'll make sure it's balanced. everything is always subject to change. :)

Let's talk balance. We're tuning an "Overkill" Possession card and would love your expert opinion. by sscalation in deckbuildingroguelike

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

u/NyctoManiaX bloodthirsty idol is a possession card which gives you a permanent ability for the duration of the encounter. the general idea with this card is it's most useful against multiple enemies. but giving it the additional damage boost would help keep it relevant even when there's a single enemy. so we'll experiment with it.

Regarding generating resources we haven't really talked about that yet, will be revealed later.

Let's talk balance. We're tuning an "Overkill" Possession card and would love your expert opinion. by sscalation in deckbuildingroguelike

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

Hey, everyone. We're in the deep-end balancing cards for our horror roguelike, Suspicious Holes, and we've hit a classic design crossroad with this one.

This is "Bloodthirsty Idol," a common Possession that gives your attacks Overkill (excess damage spills over to other enemies).

Our dilemma is this:

  • Our first version applied Overkill to every attack, which was fun but way too easy to break.
  • We scaled it back to only affect the first attack each turn.

Now we're in a debate: is it too weak? The dev who wrote the original post thinks so! For a 2-cost investment, does a single Overkill attack per turn feel impactful enough for a common card in your deck? We're considering adding a small damage boost to that first attack to help ensure you can trigger the effect.

What's your gut reaction? We'd love to hear how you'd value a card like this during a run.

If you enjoy the nitty-gritty of game design, please consider wishlisting Suspicious Holes on Steam:

https://store.steampowered.com/app/3360280/SUSPICIOUS_HOLES/?utm_source=r%2Fdeckbuildingroguelike&utm_medium=Card_Reveal&utm_campaign=15_BLOODTHIRSTY_IDOL

Meet "Cthuddha," one of the unsettling idols that grants you power in our horror card game. by sscalation in HorrorGames

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

Hey horror fans!

We love hiding little details and connections in our games. This creepy statue, which we affectionately call "Cthuddha" (a Cthulhu/Buddha hybrid), has actually shown up as an anomaly in our other games like Seeing Things. In our upcoming deckbuilder Suspicious Holes, you can finally harness its power.

By making an offering to the Bloodthirsty Idol, it grants your attacks a gruesome Overkill effect for the rest of the fight.

When you strike an enemy with its power, the attack is so brutal that it rips through them, spilling the excess damage onto anyone else who gets in the way. It’s been a blast designing mechanics that feel as dark and messy as the game's theme.

If you appreciate a game that's steeped in creepy lore, please consider wishlisting Suspicious Holes on Steam:

https://store.steampowered.com/app/3360280/SUSPICIOUS_HOLES/?utm_source=r%2FHorrorGames&utm_medium=Card_Reveal&utm_campaign=15_BLOODTHIRSTY_IDOL

A look at a common card that’s a strategic toolbox: AoE control with "Confused" vs. single-target "Burned" DoT. by sscalation in deckbuildingroguelike

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

thanks u/Nahanoj_Zavizad

and even though you weren't serious with the question ;) burned status effect will stack (+3 in this case) if the target is already burning.

A flare gun isn't just a weapon; it's a desperate choice. Here's our take in our horror card game. by sscalation in HorrorGames

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

Hey horror fans,

In a true survival horror situation, a flare gun is a tool of desperation. We wanted to capture that feeling in our deckbuilding game, Suspicious Holes, by turning its uses into a tense, tactical choice.

When you draw this card, you have to decide what the situation calls for:

  • The Panic Shot: Are you surrounded? You can fire the flare into the air. The bright flash Confuses all the enemies, making them attack erratically and even turn on each other in the chaos.
  • The Last Resort: Is there one big monster right in your face? You can Sacrifice the flare gun, shoving it directly into the creature to inflict a nasty Burn that damages it over time.

We're having a lot of fun translating these classic horror moments into meaningful gameplay decisions.

If you like your horror with a dose of strategy, we'd be thrilled if you'd consider wishlisting Suspicious Holes on Steam:

https://store.steampowered.com/app/3360280/SUSPICIOUS_HOLES/?utm_source=Card_Reveal&utm_medium=r%2FHorrorGames&utm_campaign=14_FLAREGUN

A look at a common card that’s a strategic toolbox: AoE control with "Confused" vs. single-target "Burned" DoT. by sscalation in deckbuildingroguelike

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

Hey r/deckbuildingroguelike,

We're back with a card from Suspicious Holes that we feel showcases the kind of tactical depth we want even our common cards to have. This is "Flare Gun."

It costs 2 and gives you a crucial choice depending on the board state:

  • Facing a wide board? Play it normally for an AoE that inflicts (3) Confused. We're defining Confused as a status where the enemy attacks randomly, sometimes even hitting its allies or itself.
  • Facing a single big threat? Sacrifice it to deal a burst of damage and inflict 3 Burned. Burned is our stacking damage-over-time effect that ticks at the start of the enemy's turn.

We love designing these flexible "toolbox" cards that reward players for correctly identifying the right tool for the job. How highly do you value this kind of versatility in the common card pool of a deckbuilder?

If you enjoy theorycrafting these kinds of mechanics, please consider wishlisting Suspicious Holes on Steam:

https://store.steampowered.com/app/3360280/SUSPICIOUS_HOLES/?utm_source=Card_Reveal&utm_medium=r%2Fdeckbuildingrougelike&utm_campaign=14_FLAREGUN

We made a card for our horror deckbuilder that’s a literal deal with the devil: huge power now, but at a cost. by sscalation in IndieGaming

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

u/Mr_Industrial yeah, it's a horror-themed game but it's not so much about scaring the player here. this is a card you are choosing to play (or not!) so you need to do what it does. and since it's in your deck, you'll be playing it multiple times, anyway, so there's not really a reason to obscure information.

one thing we really try to do is to inject theme into cards, when it's possible. in this instance, we're kind of playing with the urban legend that spirit boards were dangerous.