Show HN: Bosconian (1981), in 3-D
nolannicholson.com
nolannicholson.com
I imagine it this way, each direction key maps to a part of the topside of the aircraft
- up: front/nose of aircraft, pressing up pushes pressure on the nose which would make it tilt downward, hence going down or losing altitude
- down: back of aircraft, pressing down pushes pressure on the backside of the aircraft which would make it tilt upward, hence going up or gaining altitude
same for left and right
For FPS I prefer the opposite: forward is look up, back is look down, with very few exceptions. I'm not really sure why this would be but it throws me completely if I try to play most FPS (and even some six-axis games) with aircraft style controls.
Felt very natural with Bosconian 3D though.
Me too, and you might like these as well in that case (shameless plug: they're mine):
- Asteroids: https://arcade.ly/games/asteroids/
- Star Castle: https://arcade.ly/games/starcastle/
- A very early prototype Space Invaders game: https://arcade.ly/games/space-invaders/
This is a great version of Bosconian - really enjoying it although, so far, I suck at it. I was a big fan of the original too, although I only ever had the ZX Spectrum conversion - it was a pretty decent attempt though and one of my favourite shooters on the platform (still wasn't great at it though).
Anyway, nice work, this is bookmarked.
I see that the assets were made in blender. I hadn't thought to use pixel-art textures with low-poly in that way. It looks fantastic, especially with the low-res rendering.
I got a lot of inspiration for the model style (and a helpful making-of timelapse) from @librorumque on Twitter: https://twitter.com/librorumque/status/1205080756508352512
The white rectangle is a loading bar - it should stretch across the bottom of the screen as the game loads. I've had it hang once or twice, but a page refresh fixed the issue in those cases.
Does the entire web page depend on audio working?