Ok...is this a sincere question or are you being a jackass. If its a question, then I bought the environment assets and I'm tweaking them peer level. I use demos just as initial visuals so those here and my friends can get an idea of what I'm doing. Here are two of my WebGL dev sites that my friends/family only see, I'm posting them because I don't want anyone questioning my integrity. If you are being sarcastic/accusatory, why are you responding like that rather than asking me a direct question.
Just curious here... why WebGL? you're clearly have the skills and talent to create some nice quality PC indie game, which you could have much more visual fidelity because of shaders and post effects, so... why put yourself into the trouble of optimizing webgl?
My plan is to create a site that offers high quality games with no downloading that can be played on PC and smart TVs. WebGL allows for this without extensive encoding and opens up a new marketplace where customers can have a near AAA game experience at a fraction of the cost. I pitched my game concept to Markiplier (huge YouTube gamer) and he is willing to play the once it completed so I have incentive to get this and the site going. I decided to use your product based on its quality and the helpful/knowledgeable community you have.
dierre, do not worry, there will always be someone that has to pretend like they are better than everyone else, keep doing what you are doing it is looking good! and the slide animation is pretty sweet by the way!
My chrome doens't open the demo for some reason, but I try out using edge and it looks and plays very nice! 60fps rock solid. I really like the moveset and turnspot animations on the girl, did you get those animations on the asset store?
Update I have encountered some major workflow and design issues. To be honest, nothing felt right from the story to the look/feel of the game. I'm gonna take a week off from working it and come at it from a different angle.
Just created a new YouTube Channel called ES Gaming
Please ignore the character, I was focused on the level and its ambience. On the next update, I will have to correct flaws with the character, crap I have to work with Maya. Next I will have to reduce the overall size in order for browsers to process it. One way is to incorporate the Pooling System and combine, that should provide better optimization and an open world experience with no loading screens. My best friend convinced me to also make it available game sites such as steam, I'm considering it.
I figured out how to do an limited open world for WebGL but it was too time consuming. I uploaded a video of my latest updates to the game. So I'm Sectioning off the open world and creating multiple scenes where we get to truly explore the wilderness, houses and caverns,etc. I have not had a chance to work the character yet due to family/job constraints. So far level 02 its not optimized and no light mapping/light probes yet but its getting there. Take a look for yourself.
Sidelined for weeks, finally got freed up to work on the game. The shooter looks to amazing to continue working on the melee controller so I'm focusing on the first level. The video has unfinished concepts Ive been working on as well as my wife wanting a gender change in exchange for a budget increase, I think the female looks better.
Lighting/Performance Test: City Daylight The City and Outland levels are coming along fine. There is one more level cavern level I would like to develop, but that depends on when the shooter is released. In a way I'm glad the shooter is not ready yet, its allowed me to focus on one thing at a time. Here's the first test for the city........