I like my two protagonists way too much, so I made this real quick:

I had a real blast making Robots Save the Day! One of the hardest things after LD is probably coming back down again
thankfully there is the review period. I have to say I’m absolutely humbled by the quality and creativity of the games out there. Everybody did a phenomenal job and this sets the bar very high – which is a good thing.
I’d like to talk a bit about the tools / the environment I used for my game.
Technology Choices / Lessons Learned
The game is completely browser-based, native HTML and JavaScript. Originally I had planned on making a 3D game for this LD, but alas I had to give that up halfway through because otherwise I couldn’t have finished on time (again, this happened at LD 26). Anyway, I want to sing some praise for HTML games now:
Even without a game framework HTML/JS is a combination that lets you get things done very quickly. My one headache though was I didn’t know how big the browser support for both CSS transitions and CSS element rotation is, as the game relies very heavily on it. So far, no complaints, the robot gods be thanked. Here’s the stack I ended up using:
– JQuery for DOM manipulation
– Handlebars.js for JS-enabled templates
– CSS effects for pretty much everything
– oh, and: PHP as a backend resource compiler
The graphics were made entirely in Cinema 4D, no post processing. Aligning the level layout with the grid had been somewhat of a challenge, but in the end I ended up liking how objects were often just a leeeeettle bit misaligned. That made the levels look more organic. For a bigger game, I’d have used tile-based levels, but for this one it was enough to render most of the scene in one go and use sprites for the rest.
I made the soundtrack with Garageband, it’s basically just some mellow synth throbbing, but it kinda works for the atmosphere I wanted. Again, this was absolutely the right tool for the job to get things done quickly.
As for the sound effects and the robot speech, that’s just me with a microphone and some Audacity effects/editing. The most complex one was Captain Hannigan’s “Abandon-Ship” message that plays over and over on the abandoned bridge. But even that was created just with my mouth 😉
So all in all I’m actually glad how everything turned out, even though I didn’t follow through with the original plan for WebGL. It’s actually kind of shameful how easy this project was to do with just HTML and I’d like to encourage more people to try it. I know the game dev frameworks out there enable great things, but it seems equally as often they’re stumbling blocks for the dev to fight against.
Which brings me to my final point on web games. I have to confess a certain bias towards trying and rating browser-playable entries way more often. A downloadable game on the other hand has to look very good in order to motivate me to download it. And even then, there’s about a 30% chance the executable just won’t run on my system. I feel very bad for these projects, because – more often than not – interesting games run into trouble at this point.
So that’s kinda my lesson from LD27: HTML for the win!
Plug: Try out Robots Save the Day and let me know what you think!
Great, gratz!