Hi everyone,
I'm building
Dinoblast, a movement game in the spirit of Quake and
defrag: strafe jumping, bunny hopping, double jumps, rocket jumps... except you play as a dinosaur. It runs straight in the browser, nothing to install:
https://dinoblast.net
A short early gameplay clip:
gameplay.mp4
What the game is about today: racing (runs)
- Timed maps: straight line, slalom, ramps, circle, gaps, mazes...
-
Ghosts of the best times, so you can see the lines other players take.
- A
world leaderboard per map, with an auto-generated nickname (you can change it).
- Configurable keys, sensitivity and FOV, AZERTY friendly.
Work in progress
-
FFA against bots: weapons to pick up (rocket launcher, railgun, lightning gun, poison grenades...), health and armor.
- Online
duel.
- And, if there are enough players,
TDM and
CTF.
What I'm looking for
- Feedback on how the
movement feels: speed, jumps, air control, rocket jumps.
-
Bugs and
performance issues (please mention your GPU / CPU and browser).
- Anything confusing or frustrating in your first minute of play.
- Ideas for race maps.
Under the hood
The engine is written in
Rust compiled to WebAssembly, with a home-made
WebGL2 renderer and a deterministic simulation at 125 Hz (replays and ghosts play back the exact same run).
Optimization is a design goal, not an
afterthought: a stable 60 fps on an Intel iGPU at 1080p, 144 fps on a mid-range GPU at 1440p, and the
whole game stays under 20 MB downloaded. Every texture and model has a budget, and anything over it is refused. A good share of the
assets (textures, dinosaur models, sounds) comes out of a
local generation pipeline: image, image-to-3D and audio models running on my own machine, then touched up by hand.
Feedback on Discord:
https://discord.gg/dr5cJX36B
Thanks in advance, and happy running! 🦖
- Attached Place Image: Awaiting Approval