I do 2d side scrolling game in html5. It's supposed to be arcade rpg, with quests, dialogs, and upgrading your ship instead of leveling up (maybe later I'll add skills like hacking). Moving works like in asteorids, but there's huge flying city to fly through instead of asteroids. Theme is postapocalyptic.<p>I have working prototype using only canvas, and one using webgl, there's just tutorial and one simple quest and I need to develop better events system to write quests more easily.<p>Demo is here:
<a href="https://dl.dropboxusercontent.com/u/44884054/dema/current/main.html" rel="nofollow">https://dl.dropboxusercontent.com/u/44884054/dema/current/ma...</a><p>Quest system is using my <a href="https://github.com/ajuc/pefjs" rel="nofollow">https://github.com/ajuc/pefjs</a> library - works similary to jbpm, but it's much simpler and has much less features (no subprocesses, no persistence, no transactions). I use slightly modified <a href="https://code.google.com/p/jsdot/" rel="nofollow">https://code.google.com/p/jsdot/</a> graph editor to create quests (nodes are waiting states, edges are transitions between states with conditions on them).<p>The game works, but isn't fast enough, so now I work on using webgl for more stuff. For now I have nice way to draw huge tiled maps using webgl ( <a href="https://dl.dropboxusercontent.com/u/44884054/dema/current/allwebgl2d.html" rel="nofollow">https://dl.dropboxusercontent.com/u/44884054/dema/current/al...</a> ) - it's huge map of 4096x4096 tiles 64px x 64px each, and I only need to draw 2 triangles using 2 textures to do that.<p>Now I plan to keep objects data in another texture, redraw to it each frame calculating physics and collision detection in fragment shaders, and draw static vertex buffer with that texture to have moving objects.<p>I procrastinate heavily, should just make the game instead of all that tech.<p>And I certainly need better graphic.