- Mobile. My gay games are all well-suited for a mobile format, but tech platforms are increasingly sex-phobic and will block my content from their stores. But if I target a mobile browser, they can't really stop me. (This is the real reason why Apple keeps their iOS browsers so slow and broken: an open internet threatens their control over everything.)
- Not-Unity, in 2D. If I want it to run well in a mobile browser, then it probably has to avoid lots of flashy 3D. I usually work in Unity and don't get me wrong Unity's WebGL build target is a miracle, but still not quite miraculous enough, so that's why I'm learning HaxeFlixel for this project.
- Collaboration. I usually prefer to work solo and in 3D, but my 2D art skills aren't very developed. So what if... this time... I didn't... do the graphics? I've admired Eleanor Davis' work for a while now, and I'm super excited to have her here. Also I secretly hope this is just the first of many video game projects she works on.
- Producers. MIF does something a bit unusual for its commissions -- they provide producers, which is very common for live events and commercial games, but rare in an art games context. For this project, my fantastic producers Shanaz Gulzar and Steph Clarke have been key for figuring out what the heck we're making, and will be instrumental for bringing this to the finish line.
Wednesday, April 28, 2021
Wednesday, April 14, 2021
Some minor housekeeping here: the free blog-to-email (RSS-to-email) service I use, Feedburner, was acquired by Google some moons ago and thus it is now discontinuing various services... such as its core blog-to-email service.
So I've been forced to move all email subscribers to Mailchimp instead, which offers its own free blog-to-email service that it too will likely arbitrarily discontinue someday.
But until that fateful day, enjoy the slightly more readable emails. I've tried to disable Mailchimp's creepy marketing tracking as much as possible, but sorry in advance for any inconvenience. If you want to unsubscribe, please use the "unsubscribe" link at the bottom of the email.
Or if you're reading this post on the website (which is the vast majority of you) then you can choose to subscribe and have new blog posts sent to your email inbox instead. Emails will be rare, and I do not use your address for any other purpose / anyway I don't want to have to login to Mailchimp ever again.
Thanks for your attention and have a lovely day / night.
Friday, April 9, 2021
Warning: this is a fairly technical game developer-y post. If you came here for gay sex, I'm sorry.
For an upcoming project commission, I'm making a 2D game with crowd simulation and simple controls that works well on mobile browsers. (Reminder: for iOS, that means WebGL 1.0 and no WASM.) The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders.
Which game engine should I use to maximize ease of learning and compatibility, and manage hundreds of simple objects on-screen? Here was my thought process:
- Unity WebGL: way too heavy and slow for mobile browsers, and maybe overkill for a no-physics 2D game anyway. (Although the Lil Nas X 3D twerking game runs surprisingly well on iOS's WebGL 1.0, I wonder how much they had to optimize?)
- Unity Project Tiny: as far as I can tell, Project Tiny and its DOTS dependency is still in early development. The random caveats and various in-dev inconsistencies with regular Unity would also be frustrating. And as with many other Unity side projects, its long term future feels really hazy.
- Construct: seems ok, and I think I could've gotten used to the visual block scripting, but overall the pricing and licensing feels weirdly restrictive. I have to pay to use more than 2 JS files? I have to pay to use more than 1 font, or make an animation more than 5 seconds long? These are some really bizarre artificial resource limits.
- Phaser: seems popular enough with decent TypeScript support, but I want the option of building out to a native executable without a weird Electron wrapper or something. Their monetization model (free open source base but you pay for "premium plugins" and tools) is one of the more generous ways to go about this, I get it, but it still feels weird to me and reminds me of Construct.
- Godot: I've wanted to try Godot for ages, but in the end I felt like I didn't have a good sense of what its HTML5 Web export could do + learning enough of the "Godot way" and GDScript would've taken a while. It's also in the middle of a big break between v3.0 and v4.0, and ideally I'd like to wait until like v4.2 to commit to learning it.
- Heaps: promising and some people get great results with it, but maybe still too early in public lifecycle for a total newbie like me, with not enough samples / docs / robust official tutorials to learn from yet. If or when I do try out Heaps, I'll probably try using Deepnight's gameBase project template.
In the end, I chose to build this particular project with HaxeFlixel. This post details my early impressions, thoughts, confusion, advice, etc. with learning it.