Chemistory Level and Net Code

chemistory level

Chemistory over the past couple weeks got a few new features, the biggest being an actual level and client/server networking code (or at least the start of it).


There's a separate build for client (Browser) and server (NodeJS), both of which run THREE.js and Oimo.js, though the server doesn't actually render anything. It took a switch to Gulp from Grunt, a pull request to WWOBJLoader2, and heavy use of ifdef-loader but it all actually talks to each other. Next steps are to add boilerplate for RPCs and member syncing and test out a little bit of multiplayer.

HelloWorld Games Jam Outcome

My current company, HelloWorld, hosted a small games jam after hours. Over the course of 5 days, James (another dev at HW) and I put together two small concepts utilizing a networking engine one of my other coworkers wrote

The original concept for my game was platformer where the player must escape a pool of rising lava and race her friends to some sort of goal. The first step was intergrating the networking engine with THREE.js and physics to get 3D aesthetics and correct movement. The actual gameplay is quite shaky due to integration problems and time limitations.


Another Game Endeavor: "Chemistory"


About two weeks ago I had this really cool idea for a video game. After bringing it to my friends and iterating over it I've begun implementing it in javascript with THREE.js and a few other libraries.

Basically, instance based exploration where chemicals are your main weapons and inventory space is your main enemy. A theme of nerdy science girls (and boys) (think Princess Bubble Gum) and a light hearted, bright pastel colorset.

It's written in Javascript and I hope to bring it to a wider audience. If you have an interest, check out development updates as they're published