Hello everyone! It was so fun working on this project for the past few months with some of my fellow high school students :) I am so excited to share our first prototype and hopefully we'll be done with it all soon! <3
The goal of the game is to slowly teach function composition that get progressively more complex while you also help the ghosts ski on the slopes and explore the entire map!
Excruciating 3 minute load time just to press one button and then be shown a YouTube video.
It would be amazing to share the link to the YouTube trailer before the 3 minutes of loading.
Otherwise, it looks sort of interesting. I'm definitely a fan of the art/color-palette. The demo doesn't really give any clue to what the gameplay will actually be like though, which is unfortunate. Even after watching the trailer, I'm not positive what the core gameplay features and loop is supposed to be?
Have you ever played LineRider? [0] In LineRider there is no destination, only the joy of sledding.
Re: "just to press one button and then be shown a YouTube video": Instead of pressing "Next" at the end, press "Stop" and you can go back and edit the formula.
Ooof I think the reason was an issue with compression between our teaser branch and the main branch, so everything was loading with full size png/mp3/wav files—it should be fixed soon!
and it looks like you own the domain and route it to sinerider.com now? Are you affiliated with the creater from 8 years ago or did they abandon it? The game seems somewhat distinct though obviously similar. Did you ever interact with that game?
Good memory! Yes, there is a connection here. I originally built sinerider when I was just out of high school. My ambitions were much bigger than my skillset, so I never really finished it. I started working for Hack Club a few years ago, and this summer we decided to turn our students loose on an old half-baked alpha I had on the shelf. Honestly I thought they might just fix the bugs and touch up the sprites a bit, but they ended up doing a top-to-bottom renovation with all this crazy new original art and sound and shader effects. I honestly truthfully pinky-swear never ever thought it would look and sound and feel this good. Watching this happen has been one of the greatest joys of my life!
that's amazing, i recalled greatly enjoying and also seeing the potential from your original prototype when i saw it in 2014 (my comment from back then says so)!
sounds incredibly gratifying to bequeath it to a new gen of devs and see them exceed your expectations for it, especially as an educator. great job!
Wow, thank you!! We have a lot of optimization work left haha so it's a pleasure to hear it's working smoothly for you! I'll admit I'm a bit surprised ^_^
Very complex! I'm not exactly sure what the boundaries of pre-calc graphing are but I routinely see professional mathematicians and computer scientists stumped by the more advanced puzzles.
Thanks! I don't know if it's unusually compact for web game dev, but I will take a victory lap on the vanilla JS "game engine" we built for this project. We get a lot of very Unity-like behavior in a much smaller package!
Not usually, but there is a peculiarity with making (effectively) 2D browser games in vanilla-ish HTML/CSS (no react etc) and canvas JS (max jquery) — the UI can be nearly code-free, and significant game graphics logic can be hooked up to HTML/CSS as well, and so the js can focus on actual core mechanic logic, + hooks into HTML events. Accomplishing the equivalent in a native game engine (Unity) or non-HTML rendering platform can take up several hundreds of additional lines without the addition of a bunch of frameworks perfectly suited to your game's UI and game-world organization (or vice versa).
This is very true! We try to lean hard into the unique strengths of browsers. We have a reasonably sophisticated custom engine managing all the game state stuff but the UI is basically just one HTML/CSS file. Implementing this fairly basic UI in Unity would be a headache, especially because of the nightmare that is mathematical function input. We just use Mathquill to solve that problem, the same library Desmos uses for their graphing stuff. Thank you open-source <3
Looks to be calculating fine, but the limited sampling resolution we can achieve for the graph means that "high-resolution" functions like this will look… strange. Effectively what you are seeing is one-dimensional aliasing. Unfortunately we're stuck with it until we optimize well enough to achieve full per-pixel graph sampling. We have plans for this, but it's… complicated. It involves transpiling latex to GLSL, which I'm sure will be a super fun task for some motivated student and not at all a massive headache.
It's not obvious you can just go back and edit the formula already. Also it will be hard to do neat tricks if the sampling positions are not fixed on the x axis in world space.
Actually the visible sampling positions are a visual artifact independent of the physics, which samples the graph directly rather than using a polygon collision test. So neat tricks are very possible! The game should (should!) produce deterministic results independent of screen size or computer speed.
It's not a Comic Sans derivative, it's Patrick Hand. Literally just some guy's handwriting. Hating on Comic Sans (and derivatives) in this age became a meme because people use these silly comic fonts for serious non-comic uses. But this game is literally rendered as a comic strip. What else are we gonna use?
That's true. At the same time, what if everyone requested the creator to change the font of their game?
I don't have a problem with it at all, i was just thinking maybe for a simple change like the font it would probably easier just to do it for yourself.
Oh hey, I remember you!! I really appreciated your comment, that one in particular stuck with me.
And yeah, it's so much fun. It's a real privilege to work with such motivated, optimistic, hard-working students. They have all the energy that's been knocked out of me since 2014!