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Present: The game I'm currently developing is remniscient of old DOS classic: Slick 'n Slide. It's top-view racing game with two players. In the first version (or demo), you have only one map to drive on. Currently you cannot 'win', since I thought it to be irrelevant until I can implement other needed features. Player 1 drives with arrow keys and Player 2 uses WASD. You also have four different music pieces for listening while driving. The music is supplied from free indie resources as my Midi-keyboard got broken. You can change music with 1-4 buttons and volume with + and -. You are shown which song is currently playing.

Future: A realistic plan for the future is a game where I have three or four maps with several players. Players compete in cup where winner gets the most points, second next-most ect… The tileset and the environment could use some variety as well. Tracks need some variety and ways to hinder your competition(weapons, speed boosts, mines ect…). Finally I'd like to try to develop a working implementation for network gaming. I have some experience from the OOPT -course on network programming and network functionaly could be a good final challenge. I'm still bit unsure if it's going to work as I expect, but I can always try.

Used resources: I've got license and literature for ImpactJS HTML5/Javascript - engine, so I decided to use them when doing my project. Udacity web course didn't get me to learning mood as well as a good book of Impact game developing. Udacity had few annoying submitting bugs which made me give up on it for a while. After developing with ImpactJS for few days I thought it could be a good idea to develop the whole game with it and see where it gets me. I could complete Udacity course when they have fixed the problems. I also used a tutorial for Asteroid game for Impact to understand usage of basic maths on object rotation. I've included the used materials at the end. - Impact HTML/JS Game Engine - Building HTML5 Games with ImpactJS: An Introduction On HTML5 Game Development - Royalty free music - Asteroid HTML5/Impact Tutorial

Time used in this project so far: 12h~14h

(Updated 19.6)

Final version of the game -Three different levels

-Animation on maps


-Awful music removed

-Sprite graphics reworked

Game -

First week

Took optional javascript crash course to refresh memory. Had some problems with submit and different browsers.

Second week

Nothing much,I was busy with other personal matters (friend's wedding)

Third week

I was able to start working on the canvas course, but ran to problems with submitting and/or chrome browser(?)

Fourth week

Apparently switching to Firefox remedies some problems with submitting. That or the fact that they might have fixed the problems internally.

Fifth week ---->

Have been working on different school projects as I'm doing three different games on three different courses right now. I've also been developing the game with ImpactJS.


After finishing my game with ImpactJS (early june), I decided to finally go trough the web-course (mid-june) I was afraid of the course because of the problems I had experienced before. It was a bit smoother experience this time around, but not as smooth as I would want from my learning experience to do. This was a two day effort and here follows a brief summary how did I succeed.

Day 1


Went pretty well and didn't have many weird errors with submitting. Took about 30 minutes to finish.


This is where things started to get tricky. Let's have an example. After trying several times an exercise I decided to finally check “view answer” option to get some hint how to move forward. Sometimes even the “model answer” didn't work. It needed some hacking to get it working correctly, but it felt stupid to actually try to “go around” the system and just get “correct” text to the top corner. At least I learned some tips how to code more efficiently. Took about 1-2 hours to finish.

Day 2


Again. Same problems as with the previous class. This trend continues trough the rest of the course. Took about 1 hour to finish.


Same problems as before. Took about 1 hour to finish.


The longest class, but suprisingly not the most tedious one. It had same problem as before, but with minor hacking it was doable. The instruction videos were intresting and made out few good points. Took about 2-3 hours to finish.


First our went with trying to get anything done with Firefox (which had worked for the rest of the course). After one confused hour I noticed that this class actually only works with Chrome (partially with Safari). This class was REALLY buggy. Model answers weren't working, error messages changed from randomly, sometimes it worked by just pressing submit or with spamming the submit and the list goes on and on. There was few exercises which were based on each other. I had to write some functionality to the code. The main problem was that the code that was already written by Udacity-group was already broken and I had to do some hacking to get my first submit working. In the second exercise I had to do it again, and the new supported code had its own problems as well! It continued for good many exercises but I fought trough it and ended with quite bit of frustration. Overall I learned how sound works in HTML5/JS enviroment. Took about 2 hours to finish.


This class left me confused. It had the same problems as before. But the actual class videos were interesting. And also, two of the exercises weren't working. Not with my code, with model code and any of the quick&dirty solutions I tried. I guess it had its “correct” or “perfect” -answer, but I felt like I wasn't doing anything useful anymore and gave up the last two exercises. The testing system was faulty and I understood the basic idea. It just wasn't worth it. Took 1 hour.


If I had to give grade for the course from 1 to 5 I would give it 1 or 2. Perhaps a 1. It's easier to use range of 1 to 10, let's give it 3 . The course material didn't work sometimes at all, sometimes well enough but never smoothly. The actualy videos where they showed theory and ideas were interesting and the best part of the course. It made some good points such as: Why should I make all tools by myself if there are ready solutions waiting for me? I think I could make more efficient code and game if I did engine for just MY type of game, but right now I feel more comfortable with ImpactJS. It just makes life easier.

The course took about 10 hours to finish.