LaserRay
- 16 Devlogs
- 21 Total hours
LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use
LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use
I improved the tutorial flow, now saving the tutorial state
This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to:
The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further
I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab
I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now
I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that
I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working
I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels.
I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future.
Feedback
Hey jonas_gaden,
Awesome project! I'd love to see what you make in the future!
Shipwright walkthrough
Feedback
Hey there,
You seem to have used a lot of AI in your readme. Please rewrite it yourself, as we would like to see how you worked on the project!
For any other questions, drop a message in #ask-the-shipwrights on Slack!
Shipwright walkthrough
Feedback
Hey jonas_gaden !
Love the project however it seem's your code has a LOT more ai usage than just github copilot for code completion. Can you please declare AI honestly and theres signs of some usage in the readme aswell.
Dm @Rohan for any questions.
Shipwright walkthrough
I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it
I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download)
I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI
after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile
I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels .
Next i will be working on the level loader and will create a few levels
I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)
I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)
I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon)
For now i stuck with styling the buttons, which now have 5 different styles with a simple animation.
Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app.