Modd.io is a collaborative game editor that runs in browser. It's kind of like Figma for game dev.<p>We made this engine low-code and multiplayer-first, so developeres can quickly prototype casual multiplayer games.<p>I hope some of you guys will find this useful. Would love to hear feedback also. Thank you.<p>Engine Demo: <a href="https://www.modd.io" rel="nofollow noreferrer">https://www.modd.io</a>
The android app sign up page seems to want me to enter my Google username and password _inside the app,_ in what <i>looks like</i> a web form, but as a user I have no way to tell if the app is snooping on my password.<p>It seems like Apps usually navigate away to a sign in, and then navigate back. Is that pattern hard to implement? Is the issue about cross platform support? Thanks
It is no short feat getting users to adopt your game engine, especially closed source. How did you manage to do that so well so far with the gallery of games you have on your site? Are those just a few friends or is there a pretty active community?
I joined one of the Brains server and was curious what the experience was for 50~ players. The movement was a bit janky, as expected from websockets. I was also curious about the networking compression, because I'm doing something similar.<p>I'm not sure if just doing LZ-string compression is enough. 50 players use about 20KB/sec data. Comparing that to Warzone at 150 players uses only 48KB/sec data. Unless you have unlimited data, that could be costly in cloud bandwidth.<p>It was also curious that the compressed buffer of bytes look like this:
埒愑䣔橤㤰゙㟍稦獦ঙ惝䓇強栛䳌۬䌃̩佼<p>I wasn't sure if that is how LZ-string compression just ends up, but its a bit jarring.<p>In any case, there is lots of room for improvement on the networking side to reduce potential costs.<p>The whole project is very impressive, so great job!
A sure way to never finish a game is to start by writing an engine.<p>You can absolutely make your own tech but at every step that tech should be tailored for your project, as opposed just a general game platform.
I find that node js based multiplayer backends will eventually slow to a crawl as the number of connections goes up. How have you solved this problem? Wouldn’t something like Go be a better alternative here?
What's your motivation for building a new engine?<p>Seems like you've built in some really specific things (from the README);<p>- Weapon system (melee & projectile)<p>- Shops<p>- Client-side predicted projectile + unit movement<p>- ETC<p>Why did you decide to bake those into the engine instead of "copyable" plug-ins? Of course lots of games dont need these things - is this a game engine? or is this a FPS/RPG/Else game engine?<p>I dont hate on tech, but im still left asking "why"? What's it for? Why would I use this over "Three.js" and my own server? :) (I ask only to get your take)
I've had some hobby projects that seem like a good fit here. The low-code and interactive editor make it nice for a hobbyist, even though I can code... there's a certain concentration I just don't feel like when I'm doing a hobby project.<p>For me personally the thing I've excited about is generating maps and worlds. It looks like the best way to do this is to export the game as JSON, programmatically edit it, and then import?<p>I'm a little intimidated though... the unedited tutorial world is 3500 lines of JSON. There's a lot to try to understand there.<p>My first idea at how to do that is to make deliberate edits and see how that changes the JSON (I also need to look up a nice JSON diff viewer). This will help point to the parts I want to touch. I'm also guessing I'll do things like collect assets and map tiles in the interactive editor.<p>Is this a reasonable approach? Are there tools to help here?