I'm porting the game to the web: wanna help me test?
TL;DR: Made it run on the web so I can try and play on mobile without a native app. There seems to be demand for this every once in a while, and it was a great excuse for me to test a few things for myself, so here you have it:
brucabbro.dev
As you probably know game files cannot be distributed, so you will have to bring your own. If you want to play on your phone, you obviously need a way to get the files to the phone: I built a simple way for you to copy these files between your own devices.
Save games are local BUT you can also use a passwordless login ("magic link"?) to save two savegames into the cloud, so you can start a session on desktop and continue it later on mobile.
I've implemented simple touch controls so they can be used on smartphones. It's surely going to change over time as I experiment with it, and I'm also open to suggestions, same as some UI reordering (open on suggestions on that too!!). There's also telemetry that sends crashes and errors to me. You can also send feedback manually. Some game and system data gets attached to your feedback to help me make sense of it.
Both the game port and the very same feedback system need proper real-life testing, so you'd be participating. You can also give suggestions with the same in-game feedback tool. I will try to prioritize bugs, but any feedback is of course welcome.
Please set the right expectations when trying this out. I haven't played the whole game myself like this yet: I'm juggling between this and other projects/work. I did have automated tests play through the whole campaign.
There seem to be several other projects in this community with more passionate efforts than just directing a bunch of AI agents, and I don't want to take away from those but, while they progress, this could be a way to keep playing and possibly finally playing on a smartphone. Test the possibilities that new tools allow. Obviously this is not monetized and I'm not gathering data for anything other than just dealing with feedback and fixing bugs.
A lot of the work was already cut out for me, to be fair, by the Arcanum-CE project and initially I looked into unity-arcanum as well. And I'm writing a blog post separately about what I tried to do and what I ended up doing, I'll update this post once that's done
With the current state of AI, you'll probably see more of this kind of projects popping up. Here's mine: hope you'll like it!
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Fallout 1 ARPG - Diablo style Lmao I just saw this post for fallout 2 - So, basically mine is the same stuff but for F1. Vibecoded Fallout 1 arpg mod - based on fallout1-ce - I've asked Claude to take a look at AbyssEngine - and make a Fallout 1 with realtime combat and some QoL changes. You can zoom camera in and out, use different movement styles, Diablo-like loot system (or keep it vanilla). I've tested it playing some quests - and it seems to be working ok. Fighting aginst shooting enemies is tough, though You can check the source and try the release at this repo: glebasos/Fallout1ARPG
I'm porting the game to the web: wanna help me test? TL;DR: Made it run on the web so I can try and play on mobile without a native app. There seems to be demand for this every once in a while, and it was a great excuse for me to test a few things for myself, so here you have it: brucabbro.dev As you probably know game files cannot be distributed, so you will have to bring your own. If you want to play on your phone, you obviously need a way to get the files to the phone: I built a simple way for you to copy these files between your own devices. Save games are local BUT you can also use a passwordless login ("magic link"?) to save two savegames into the cloud, so you can start a session on desktop and continue it later on mobile. I've implemented simple touch controls so they can be used on smartphones. It's surely going to change over time as I experiment with it, and I'm also open to suggestions, same as some UI reordering (open on suggestions on that too!!). There's also telemetry that sends crashes and errors to me. You can also send feedback manually. Some game and system data gets attached to your feedback to help me make sense of it. Both the game port and the very same feedback system need proper real-life testing, so you'd be participating. You can also give suggestions with the same in-game feedback tool. I will try to prioritize bugs, but any feedback is of course welcome. Please set the right expectations when trying this out. I haven't played the whole game myself like this yet: I'm juggling between this and other projects/work. I did have automated tests play through the whole campaign. There seem to be several other projects in this community with more passionate efforts than just directing a bunch of AI agents, and I don't want to take away from those but, while they progress, this could be a way to keep playing and possibly finally playing on a smartphone. Test the possibilities that new tools allow. Obviously this is not monetized and I'm not gathering data for anything other than just dealing with feedback and fixing bugs. A lot of the work was already cut out for me, to be fair, by the Arcanum-CE project and initially I looked into unity-arcanum as well. And I'm writing a blog post separately about what I tried to do and what I ended up doing, I'll update this post once that's done With the current state of AI, you'll probably see more of this kind of projects popping up. Here's mine: hope you'll like it!