
The Rabbit Hole
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
"The rabbits have raided the village again, and they've cleaned us out! Get down there and find where they've taken our stuff!"
How deep will you dare go, as you make your way deep into The Rabbit Hole...
Overall, I think that I bit off more than I could chew with this, but I've achieved my goal of submitting something that works to the Jam, albiet the gameplay is hardly going to set the world on fire. I technically learnt a lot though, and it was fun building a Raycasting engine in TypeScript which consumed almost all my time.
Time permitting, I would've...
- Used a maze generation algorithm to generate levels, and hence truely made the game infinate and befitting of the 'Deeper and deeper' theme.
- Add some NPC's, raging rabbits of course, to battle as you traversed the depths of the rabbit hole.
- Better Artwork!
- Added more collectables. I just didn't have the time to draw more artwork.
- Added more sprites, as the starting area is just a barren island.
- More random events, e.g. certain levels filled with gas, etc.
- Mechanics that require you to return to the surface, e.g. limited inventory weight.
- Probably loads more that realistically, I would never have finished in time.
What I learnt...
- RayCasting is hard, as in the maths is hard and a little beyond my expertise.
- How slow single pixel operations are on the HTML Canvas. It took me ages to get the floor casting to an acceptable performance level by rendering on the CPU rather than GPU.
- eslint can be a real pain at times, especially when trying to code fast.
How deep will you dare go, as you make your way deep into The Rabbit Hole...
Overall, I think that I bit off more than I could chew with this, but I've achieved my goal of submitting something that works to the Jam, albiet the gameplay is hardly going to set the world on fire. I technically learnt a lot though, and it was fun building a Raycasting engine in TypeScript which consumed almost all my time.
Time permitting, I would've...
- Used a maze generation algorithm to generate levels, and hence truely made the game infinate and befitting of the 'Deeper and deeper' theme.
- Add some NPC's, raging rabbits of course, to battle as you traversed the depths of the rabbit hole.
- Better Artwork!
- Added more collectables. I just didn't have the time to draw more artwork.
- Added more sprites, as the starting area is just a barren island.
- More random events, e.g. certain levels filled with gas, etc.
- Mechanics that require you to return to the surface, e.g. limited inventory weight.
- Probably loads more that realistically, I would never have finished in time.
What I learnt...
- RayCasting is hard, as in the maths is hard and a little beyond my expertise.
- How slow single pixel operations are on the HTML Canvas. It took me ages to get the floor casting to an acceptable performance level by rendering on the CPU rather than GPU.
- eslint can be a real pain at times, especially when trying to code fast.