Shoe2 Collection
Shoe2 is intended to be a growing collection of mouse or touchscreen friendly games. There'll be board games, word games, puzzle games, card games and more, all of which should run great on most devices. (Though I myself tend to play on a tablet, so the games will likely feel best when played on those.)
Shoe2 is a "redo from start" edition of the collection available at ShoeboxOfGames.com, but I'm going to try to add something new and original to each of the games as I build this new collection.
Current Game List
Card Games - Klondike Solitaire
Word Games - Strings
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AI Disclosure
My old framework was starting to get a little long in the tooth. I've been using it since 2019, and in Browser/Javascript terms, that's a really long time!
I asked the AI if there were any new methods I can use other than Canvas, or WebGL, and it suggested I try WebGPU.
As a result, AI was used to help build up a basic (very basic! You'd be alarmed by how much it didn't do!!) WebGPU framework at the very start of this project. It did this via the method of writing me lovely tutorials that I could follow along, to learn how to do more advanced things than I'm used to doing in the browser.
Things like "How to use WebGPU in the first place", "How to build a decent shader that can handle the majority of sprites/shapes as I'd need them", "How to allow for a Canvas draw fallback for browsers that don't support WebGPU", as well as best methods for bundling a lot of the assets together, so players only need to download a single asset bundle, instead of hundreds of spritesheets and sounds.
Step by step, it taught me new methodologies in a way that let me understand what I was doing, and not simply copy+paste and let it do the work for me. (Though.. Maybe on the odd bit, where it didn't make sense for me to rewrite!)
I personally don't see this as being any worse than grabbing an off-the-shelf framework (which may or may not have had any AI code in it to begin with), or googling for bits of results and cobbling things together, whilst trying to understand what the heck was being added into my code.. But with the added benefit that, since I understood exactly what went in, why, and how, I can easily fix it myself should browser-methods change in the future, instead of relying on "the engine provider" to fix up the engine for me should that happen. I can DIY it, because I understand what went in.
Other than this, once the engine was built, the rest of the code, (all of the games, the menus, resolution handling, pretty much everything), was all coded myself.
5% AI, 95% Jayenkai
Development log
- The Extent of the AI3 days ago




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