Tweaking the control code - it was originally meant for keyboard and mouse input and doesn't take very kindly to keyboard only input yet. No max turn speed, and if one tries to reverse you almost look like you're playing 2 directions at once because it keeps reversing rapidly.
New Build: Nov. 23rd, 2025
Changes: Working on an actual level. Got a triple turret mostly implemented
New Build: Nov. 12, 2025
Changes: Added a start screen, which makes more sense on a desktop
Changed the default view angle on the character's camera
Still need to implement a different control scheme for Safari and other browsers that won't do mouse look
Tweaked the jump. Can do short or long jump
Not visible in web build - made all the character speeds, heights, etc. exported variables so I can tweak them while playing, hopefully will be able to refine the character's controls and feel faster with this change
del key on desktop version properly toggles mouse visible on and off - handy for me
If I'm going to do game updates, and, who am I kidding, I'm awfully chatty. Of course I'll do game updates! I should really create a site for the game so there's a bit of control of the layout and formatting of things.
If I do things here eventually there'll be so many updates it won't be possible to tell what comments correspond with which images.
It's coming a long, little by little. There are some challenges though - this scene got slightly overlit!
Tweaking the control code - it was originally meant for keyboard and mouse input and doesn't take very kindly to keyboard only input yet. No max turn speed, and if one tries to reverse you almost look like you're playing 2 directions at once because it keeps reversing rapidly.
https://wardred22.itch.io/nether-plane
itch.io
Nether Plane by wardred
Prototype Builds Focusing on Particular Issues. A browser game made in HTML5
Password: planed
New Build: Nov. 23rd, 2025
Changes: Working on an actual level. Got a triple turret mostly implemented
New Build: Nov. 12, 2025
Changes: Added a start screen, which makes more sense on a desktop
Changed the default view angle on the character's camera
Still need to implement a different control scheme for Safari and other browsers that won't do mouse look
Tweaked the jump. Can do short or long jump
Not visible in web build - made all the character speeds, heights, etc. exported variables so I can tweak them while playing, hopefully will be able to refine the character's controls and feel faster with this change
del key on desktop version properly toggles mouse visible on and off - handy for me
I got the dudes to dance the way I want them to.
I may need some velocity code similar to this pool ball simulation: https://www.101computing.net/elastic-collision-in-a-pool-game/#google_vignette .
I don't need all the mass bits, or angle re-calculation bits, but I need the velocity bits so the enemies don't interpenetrate.
If I'm going to do game updates, and, who am I kidding, I'm awfully chatty. Of course I'll do game updates! I should really create a site for the game so there's a bit of control of the layout and formatting of things.
If I do things here eventually there'll be so many updates it won't be possible to tell what comments correspond with which images.