Lot of engine programming - so little time left for the actual game :-O

I started a new webgl engine (from scratch) a few weeks ago, but it was not ready at all. I know, this is a sure way to not finish a game in time :)

Maybe this "relaxed" format will save this project :)

The game is about a wizard who can throw bombs, delayed for 5 seconds (kind of like "Bomberman")

sc1.jpg

I use: - A WebGL renderer (based on TWGL and some libraries for GLTF loading). It can do PBR rendering, volumetric fog, SSAO, and a lot of other things. - A small, simple, fast "sparse spatial grid" physics engine, that can handle "big" worlds, millions of colliders. - ZZFX intergated into the engine for sound effects - Blender for 3D assets (vertex color with a simple roughness map) - LDTK for world building: sc_ldtk-1.jpg