Posted 22 April 2012 - 03:41 PM
We've developed a Real Time Strategy Engine, or at least a Proof of Concept for one, in pure HTML5. We've tested it to a certain degree on most of the modern browsers and on the iPhone (planning on testing on Android ICS but not sure about HTML5 support). All of the move, fire, build code and some visual effects and sounds are all working well (link below). It's probably about 5 weeks of research and development that originally started around learning the nuances HTML5.
Proof of Concept (Edit: Now works on iphone)
The idea is that the HTML will work not just on normal browser but also on phones creating a nice cross platform game without massive cross paltform effort. We planned to write simple browser wrappers for iPhone and Android to create saleable apps.
However, I'm really rather unsure of what to do next. Is it possible for an independent company to achieve success with something like this? Is there any money to be made from this approach? Is this something that could be taken to a publisher? Or is this just so saturated that attempting anything like this just isn't worth any more effort?
Posted 22 April 2012 - 08:16 PM
If I were building HTML 5 games today it would be for desktops only and they would have to be really simple, like Farmville, Plants vs Zombies, or a Tycoon type game. Chrome and Firefox are generally not that bad, although they still both have small audio issues. Getting them to semi-work on mobile platforms would only be to help promote the technology, although I wouldn't blow a whole lot of time on it. I think writing native apps is still the best choice for mobile platforms right now. At the least, I would have native code manage audio and user input. You then delegate the rest to the browser.
Posted 23 April 2012 - 12:24 PM
I think we were considering using HTML5 as the base and using platform specific wrappers to create packaged apps. These wrappers could act as a kind of abstraction layer to compensate for the weak spots such as sound. That said the next step we are looking at is trying to use HTML5 Websockets to implement multiplayer. If that works then I'm thinking it might actually be a viable approach.
Posted 23 April 2012 - 03:36 PM
Using HTML5 as a base is quite acceptable. There's a few simple games using PhoneGap that show it's capable, especially with a backend to power the areas where HTML5 lacks. I'm not sure what to think of Websockets though. I'm waiting to see what the final say will be on cross-domain security.
Posted 08 May 2012 - 05:53 AM
i gotta check this out MYSELF!
if you wanna make money, you need an original idea, otherwise i see this as a good opportunity for your company, go for it.
Posted 20 May 2012 - 02:15 AM
EA released a html5 game a few years ago called "Lord of Ultima" you might check out their setup as they use MVC for a RTS using html5 and just keep everyone updated with ajax calls, which is probably right up your alley.
You might check out making a custom webkit or application with standalone V8 engine integrated to publish it as an app.
edit:: after playing, your game is awesome
Posted 17 August 2012 - 02:58 PM
Beta is below, any feedback is appreciated...
Posted 17 August 2012 - 05:05 PM
Just some suggestions:
1. Change the construction sound. I want to drill a hole in my head every time it loops. Buttons should also play a sound when you click on them.
2. Scrolling the map is a bit cumbersome. Sometimes it works, other times the cursor leaves the browser and your game won't register the scroll. Supporting fullscreen will help eliminate this problem. Consider supporting variable scroll speed. When the cursor is anywhere between 0 and 5% from the edge, smoothly accelerate the scrolling. It's a bit clunky right now. I assume on a mobile phone you support flick scrolling?
3. The UI could use some love. Buttons should adopt 4-states. Idle, hover, pressed, and disabled (at least for PC, 3-states for mobiles). Some nice sprites to animate this would look great. I know this is for mobile phones, but I would probably stick to a lighter version of the C&C UI. Expand and collapse the panels on the edges of the screen when needed. Avoid popping up panels in the middle because it totally obstructs your view.
4. Background music with the option to enable/disable (for those listening to something else).
5. I think you should increase the view area. Selecting tanks to defend your base and not being able to see the enemy one screen down from you makes it a tactical nightmare. At the least, support pinch zooming (you could use the mouse wheel for desktops).
Keep up the good work.
Posted 18 August 2012 - 01:03 AM
Posted 18 August 2012 - 10:44 AM
You can play the game in full screen, well full browser area anyway, using the link below. It was a bit of a cop out for ads the way it is now as we're just playing with ideas for how to possibly make it pay.
We are thinking of releasing an Editor, for the game and the maps, and giving users the chance to publish content that would be available through the menus. Just as a way of extending the game, adding replay value and bringing Mods to mobiles as it were. A lot of the UI, along with the units, maps and factions are customisable.
Will have to look at the slow connection thing - I've tried it on 3g from an iPhone and it seemed to run okay though loading times were a bit of an issue. When we go full app all the files are embedded so it doesn't download anything after the install which will help with this hopefully. The game is only about 25MB at the moment and it loads a lot more than it needs for each level so we'll look at trying to refine this too.
Posted 20 August 2012 - 01:05 PM
Posted 07 September 2012 - 08:30 AM
Also updated to show better loading progress on Chrome and Safari and fixed a few other bugs.
Plus it now runs, though a little slow, on the Playstation 3's browser.
Posted 22 October 2012 - 10:05 AM
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