https://github.com/tapio/alawid
A 7 Day Roguelike made for the 2011 challenge with WebGL.
https://github.com/tapio/alawid
Last synced: about 1 month ago
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A 7 Day Roguelike made for the 2011 challenge with WebGL.
- Host: GitHub
- URL: https://github.com/tapio/alawid
- Owner: tapio
- Created: 2011-03-05T14:28:34.000Z (about 14 years ago)
- Default Branch: master
- Last Pushed: 2014-03-15T14:58:27.000Z (about 11 years ago)
- Last Synced: 2025-03-24T03:23:50.885Z (about 2 months ago)
- Language: JavaScript
- Homepage: http://tapio.github.io/alawid
- Size: 3.64 MB
- Stars: 8
- Watchers: 2
- Forks: 2
- Open Issues: 0
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Metadata Files:
- Readme: README.mkd
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README
A Little Anxious When It's Dark
===============================
Made for the [7 Day Roguelike Challenge 2011](http://roguebasin.roguelikedevelopment.org/index.php?title=7DRL_Contest_2011), this is a short coffee-break [roguelike](http://en.wikipedia.org/wiki/Roguelike), where you search for a treasure through five randomly generated dungeon levels.
The game is played inside a web browser and requires [WebGL](http://www.khronos.org/webgl/) support, so you need a rather new browser (e.g. Google Chrome 9+ or Firefox 4 - IE won't work). Also, your graphics card needs to be at least OpenGL 2 capable (with decent drivers) for WebGL to work. You can check supported browsers and other notes in [Khrono's WebGL Wiki](http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation).
**Start playing by navigating into the [game](game/) subdirectory.**
You can also download the JavaScript/HTML5/CSS3/GLSL sources from [github](https://github.com/tapio/alawid), but note that running the game locally will not probably work. You need a webserver to answer the XMLHttpRequests that are used for loading shaders from dedicated files (or at least that is the explanation I thought the most likely). And yes, I do want shaders in separate files for syntax highlighting and other reasons.
Gameplay features
-----------------1. Collect and use torches to light up your journey
2. Fight multiple enemy types
3. Collect and use health potions to recover from injuries
4. Use portals to travel to the next level
5. Find the treasure
6. ProfitGraphical/engine features
-------------------------* Mesh generation based on ASCII map
* Automatic normal and tangent calculations for arbitrary triangle mesh
* Per-pixel lighting
* Multiple light sources
* Normalmapping
* Does not depend on external engines/frameworks (i.e. custom built)
* CSS3/HTML5 based "HUD"Postmortem
----------
If you are interested, you can read how the 7-day development went and other retrospective notes [here](postmortem/).Licensing stuff
---------------
The starting point for this game was a wonderful WebGL tutorial by Giles Thomas @ [learningwebgl.com](http://learningwebgl.com). The content there is licensed [Creative Commons Attribution/Share-Alike license](http://creativecommons.org/licenses/by-sa/3.0/). There are only few small bits left from the original tutorial code, but to avoid pain with licensing jungle, I'll release this for the time being under the same CC-BY-SA license (even though it's not really a software license), with attribution to here and learningwebgl.com.