Show HN: Eonfall – A new third-person co-op action game built for the web (eonfall.com)
Hi all, I'm excited to share Eonfall with Hacker News Community!
It's been 2-years in the making built by a 2 man team. Eonfall, is a new third-person co-op action game with rogue-lite elements built exclusively for the web! We've finally reached a release candidate state and set our official public release date for Jan 15th! The game's current version 5.0.0-beta is live and available to test play today!
Unity game engine was used to develop the game along with other services to handle the backend, and Nuxt 3 + Nuxt UI to handle the front-end.
We welcome any and all questions, feedback & suggestions!
Thanks all, Jon
144 comments
[ 6.2 ms ] story [ 216 ms ] threadI saw people jump and sound for a second then crashed, hope hes got some error logging on the server side
> Off topic: blog posts, sign-up pages, newsletters, lists, and other reading material. Those can't be tried out, so can't be Show HNs. Make a regular submission instead. https://news.ycombinator.com/showhn.html
This looks very interesting but Show HNs need to be usable easily without making an account
> HN users get ornery if you make them jump through hoops
Is in them
No corporate webpages, only anti-social media links to invite people.
No "FAQ", "About" etc links.
Not human friendly.
Is the networking websockets or webrtc underneath?
Did you have tech challenges with the Unity side at all?
What's your business model?
Happy to help anyone with optimizing these approaches it's been a pain to figure out
Are you switching platforms between builds locally? (like building one for web / server / pc / mac etc). Platform switching essentially blows away the cache, making it take the full build time each time. There was an asset years back that would create folders for each platform's Library/ cache and switch between them when you switched build platforms.
In CI (eg using https://game.ci) you can prefix build cache keys with the platform to manage that automatically.
Unity Cloud Build is in general slower/more flakey/sometimes has cache issues compared to DIY CI, but it should speed up after a successful first build as long as it caches the Library/ folder, and they do separate that out by build platform properly. (Worth checking each build config setting is set to cache that)
Server Builds are super quick, it's the Unity WebGL Client builds that take forever even if I have cache. Although I have not migrated to Unity 6 yet, that's actually next on my to-dos which I believe there are lots of improvements for WebGL builds there. So I'm hopeful for better dev experience there.
I never knew about game.ci seems like it could be very helpful! Going to check that out... thank you!!
https://admob.google.com/home/resources/rewarded-ads-win-for...
Disclosure: I work at Google, but not in ads, and know very little about ads.
Arc on OSX gives me a javascript alert() with a giant wasm stack trace about 2s after joining the match. Music continues to play but the graphics stop updating.
Edit: Chrome works fine on OSX, oddly enough. (M1 mbp)
Wonder if windows users are having trouble? Chrome on mac is infamously bad for OpenGL content
One thing i will say, I LOVE the color picker options. I cannot stand games who nickel and dime for basic ass colors and you have an entire color wheel for free so kudos!
As a noob, I did feel like I spent the majority of my time just running around trying to figure out what to do.