
Samuel van Egmond published a lenghty blog post explaining in detail how he managed to create such a wonderful WebXR game using the A-Frame library and squeezing his own source code into a 13 kilobyte zip package for the js13kGames 2024 competition.
Everything in the game is procedurally generated at runtime, and, as you might guess from the competition name, the whole game is just under 13Kb in size! If you are wondering how to create something like it yourself, these blog posts are for you!
The King’s Crowns game features:
- Procedural terrain, snowy mountains & valleys
- Palms and pine trees, grass, flowers (different per reload) and ferns waving in the wind
- Moving clouds
- Day & night transitions
- Procedural textures
- Baked lighting & shadows
- Fake ambient occlusion
- Fire effects
- Only one sound (wind)
- Running in your browser, on desktop or Meta Quest
All that explained across 21 (!) chapters – check out the making of blog post and prepare yourself to dive deep into how the game was built. You can also view the source code itself on GitHub.
HTML5 Game Developer, Enclave Games indie studio founder, js13kGames competition creator and Gamedev.js Weekly newsletter publisher. Mozilla Tech Speaker, Gamedev.js community firestarter. Organizes meetups / workshops / hackathons in Poland, passionate about new, Open Web technologies, excited about WebXR and PWAs. Likes eating sushi and playing Neuroshima Hex.