[TMoS Game] Up and away with a new game project

in Game Development2 years ago (edited)

What's new

With Hive P v. S finished and released it has been possible to begin a new project. The ritual this week has been to move the Trello board for Hive P v. S to finished and the board for TMoS from on hold to in progress.

tmos.png
Test graphics are the best. Image Jens Nilsson

TMoS

Not with a proper name yet I had to call the project for something for now, so here we are. TMoS.

I have worked quite a bit on it, so much I had to decide to put it on hold for the last couple of months to better concentrate on finishing Hive P v. S. The idea with TMoS is similar to the previous projects, a game developed for browsers and packaged to have native releases for mobile devices and computers.

So far I have worked on setting up a re-usable project, it consists of two parts. First a library of general functionality, both for making games, but also for pushing builds to development servers and making the final build of a project for native packaging. Second a template that incorporates the library and starts with a minimal project. When first starting a project it's possible to pick various options of what to make: Minimal, PixiJS, Phaser or Babylon.js.

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Mixin a game engine. Image Jens Nilsson

The minimal template can be used to make for example a website or something where you have no starting dependencies. PixiJS gives you a template with a minimal game engine built using PixiJS for graphics and Rapier for physics. Phaser is simply a project with helpers to quickly get started with a Phaser game and Babylon.js is the same. The two later I have only made the very basics to test and have it in progress for the future. TMoS uses the PixiJS option and the next project will likely be a Babylon.js project with Blender as the editor (works quite well in the tests I made so far!). I'm itching to get started with a 3D project in Babylon.js, but I have decided that there is no rush as I would like to be able to use WebGPU when doing it. Phaser is also currently undergoing some great and exciting changes, if I get started with a Phaser project it will be when Phaser 4 is released.

Back to TMoS...

At the core is Snowpack, a build tool that can run a local server, do hot module reloading and packaging the final builds. It's fast, very fast. When working with code/art/sound/levels the game almost updates before you hit ctrl-s! The build time is so far very fast, takes about 2-3 seconds to run a build command and the build folder is ready. If starting a new web project, I warmly recommend you take the time and try Snowpack if not already using it.

snowpack_speedio.gif
Build in a swift. Image Jens Nilsson

Like in the past I continue using Visual Studio Code and Chrome/Firefox as the main development tools. At the moment the repositories for the library and template are not public, but the plan is to do so when the PixiJS template is fully functional.

Next week we'll take a look at the actual game functionality! While waiting why not play around with the physics demos from Rapier.


Spelmakare is game development using web technologies.

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Cool and very interesting post for me that I have just started to crawl on Visual studio. Looking foward to try it !

Yeah vsc works great combined with unity!

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