What do you get when you pair incredible music with cooking in the great outdoors? Get ready to find out! I discovered this a few months ago by accident while watching some videos on YouTube. The recipe for this experience requires just two ingredients:
Simply fire up any video from Almazan Kitchen, then put on your favorite Pink Floyd album. The music syncs up with the cooking in an organic way and it becomes a truly unique experience. I’ve found the best time for this is right before making a home cooked meal, probably dinner.
What makes this recipe so divine? The combination of “food porn” and “ear porn” to be exact! Almazan Kitchen and Pink Floyd are quite majestic on their own, but the combination of the two invokes a phenomenon called ASMR. Ephemeral moments of pure luck and randomness occur that would never happen watching either video alone. It’s a music video without the director.
Let’s try it out – play both videos below and prepare to embark on a journey of light and sound. Full-screen the Almazan Kitchen video and set it to 40% volume while Pink Floyd plays in the background.
The editor serves as a live debugger and allows modifying the game objects in real-time. These are canvas sprites we’re talking about, not DOM elements. While this is still a work in progress, I wanted to share a screen capture so you can see how it might end up looking. The next screen capture shows some live editing capabilities.
I wanted to make sure this engine would be comparable or maybe even easier to use than some of the other engines out there, with the ability to build a variety of game types and not just the game I was hoping to build. For this, I decided to go with Breakouts, which is a website that aims to help other developers compare and choose a game engine. So here’s my attempt…
It’s a work in progress, please check back soon for the full article:
This GIF was recorded at 20 FPS; the game runs at 60.
Working: sound effects, level progression, game states, mouse/keyboard input, collision (a bit buggy), ball-bounce physics (a bit crude), sprites, spritesheets, sprite animations, rendering layers, async module/asset loader, fixed timestep. These are all provided by the core engine.
Not Working: power-ups, variable timestep, improved physics.
Disclaimer: I do not own the graphics depicted in this article, nor do I have permission to use them in a commercial product. The graphics were found using Google Image search, and they are being used here solely for showcasing the engine’s capabilities and progress. The tree sprites are from Here Be Monsters, and the player/wolf sprites are from Ragnarok Online.
What you’re seeing in the screen capture above is a bunch of objects (wolf sprites) being spawned with a “roam” AI package, which just makes the objects move around. This AI package idea will be expanded upon later, but it’s kind of how Skyrim AI works, mixed with Final Fantasy XII Gambits – interchangeable and override-able behavior stacks for different scenarios.
(The screen capture above doesn’t reflect 60 FPS due to gif recording at the time. It’s also a .gifv image hosted by Imgur, my apology if the buffering is choppy…)