I upvoted this because it is awesome, and it is, well... Bomberman.<p>But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used.<p>Or to put it another way: when will HTML5 games stop feeling like HTML5 games?<p>For example, if this were on a console, I think it would still be cool, but it's lacking a certain "game" feel to it. It still feels like playing an old school game on a PC keyboard, and there still seems to be a sort of keyboard-to-response latency that I find in most HTML5 games. Not to mention, no music/sound.<p>Again, I'm not knocking it for the effort. I still think it's pretty dang fun, even for an HTML5 game. But it still feels like an HTML5 game.
Pardon my English.<p>Team consists of two programmers and four helpers, we live in different cities near Moscow.<p>I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network and rendering.<p>We were preparing for Mozilla GameOn, posted a link to /r/webgames, it became viral. We're in shock :)<p>Game Core: Pure Java.<p>Game Client: cross-compiled with GWT. Angular.js for UI (scoreboard, chat).<p>Game Server: Haproxy -> Jetty<p>Web backend: nginx -> node.js<p>Servers are hosted in cloud and begin to slow down after 800 players.<p>We'll rent dedicated servers to archieve 1500 players on a map.<p>P.S. Langoliers are eating the time you spent in bombermine.
This is what I imagine when I hear HTML5 gaming. Just like "fun" on a PC looks different from "fun" on a console, and even more so from "fun" on a Wii, or a DS or an iPhone, "fun" on the web needs to take advantage of the nature of the medium.
What I found interesting is that when you "scale" a game from n < 8'ish players to n > 10 players and make it MMO style and continuously running, the strength disparity between the players who have been alive for quite some time and the "newly spawned" players becomes so large that a Quake/TF2-like system where players can instantly become "fully buffed" (by picking up an uber gun, for instance) becomes necessary.<p>Furthermore, I think an interesting game design challenge is what we can introduce to these scaled up games to make the psychological rewards enticing enough to have players keep playing. After the nostalgia feeling wore off after a few minutes, I personally no longer really felt like continuing to play since it was going to be the same stuff over and over again without much variability or depth.
The langoliers are a nice addition to the game, I have to say.<p><a href="http://en.wikipedia.org/wiki/The_Langoliers" rel="nofollow">http://en.wikipedia.org/wiki/The_Langoliers</a><p>(the pac-man type things eating up the level near the end of a round)
Awesome, but one exploit makes it less fun:<p>Smart players who are trapped by a foe are dropping their own bombs so that the foe doesn't get the kill.<p>I blocked a player in an alley. Right before he died he dropped his own bomb. I got no point for the kill. That means any skilled player can prevent anyone from scoring points for killing them.<p>The solution is to use a kill chain. When a bomb kills a player, look to see if that bomb was detonated by another bomb. Keep going until you find a bomb that is not owned by the dead player. That owner gets the kill.
"How the fack?" was my first reaction..Because this is so awesome! Revives old memories, yet also seems really fun (especially when you try to bomb others)!!<p>A few questions:<p>1) What backend technology do they use for real-time and concurrency? Node.js?? Scala??<p>2) How does one update the players' real time positions/actions??<p>If someone could shed some light on these questions, it would be so freakin awesome!!
This excites us developers, but sadly the gamers couldnt care less. Sure it doesnt require a plugin, but thats not really a dealbreaker for most web gamers.
This such a great example displaying the power of HTML5. I'm going to be playing this quite a lot!<p>Is this going to be open sourced any time? It'd be neat to see how this works on the server etc.
I wonder what they're doing about cheating? I guess this type of game is not so easy to 'cheat' with but I'm sure it is possible.<p>I was thinking about building an Unreal Tournament clone in WebGL, but I'm still not sure what to do about cheating.
The game is back to working now. Really solid job man. It's really smooth in Chrome on my low end desktop.<p>My only concern is that there's no client side prediction for movement? Every input key feels delayed by my ping and is most noticeable when moving diagonally by pressing 2 keys at once.
man that is really fun!! we did a bomberman on a hackerthon, but only for 4 people each time, i like the mass multiplayer idea...<p>are u planing to put it on github? will be awesome to host in our own server to play against company people only
Oh god, have work to do. Must resist urge to waste entire afternoon..<p>One thing that always seems to be missing from these web games is support for gamepads for that authentic console experience however.
Actually, this is what I believe is the place of Go (the language) in HTML5 programming. I don't know if this was done with Go on the server side, might as well be node or gevent, but Go would be faster and easier to build a multithreaded game server with.
Am I the only one seeing:<p>> Disconnected from server...<p>UPDATE: This had something to do with my login. I just logged out and back in, and was able to get in.
OK, so how many pixels / sprites can I push per frame (and at which framerate ; ) on this HMTL5 thinggy?<p>Btw I was eating mode 7 for breakfast on the SNES and ruling the Amiga co-processors (eg to do copper bars), so I happen to know a thing or two about very nifty optimization that can be used in games.<p>I'm pretty sure a few old dogs could teach some young monkeys a few tricks in this HTML5 thing...
Awesome, I had once developed a bomberman clone for palm pilot.<p>Here is what HN users have commented on your game
<a href="http://www.infocaptor.com/bubble_viz/newsycombinatorcomitemid5291843.html" rel="nofollow">http://www.infocaptor.com/bubble_viz/newsycombinatorcomitemi...</a>