I built this little Web game with Node.js, Three.js, Socket.io and various other libs. I wrote an overview of the tech used here: <a href="http://sparklinlabs.com/2013/04/craftstudio-beta-release-date-sparklin-wars/" rel="nofollow">http://sparklinlabs.com/2013/04/craftstudio-beta-release-dat...</a><p>If you have any particular questions about how anything was built, I'd be happy to detail it.<p>EDIT: By request, I just made the repository public. It's not open source but feel free to check it out if you want to see how it was made - <a href="https://bitbucket.org/sparklinlabs/sparklinwars/" rel="nofollow">https://bitbucket.org/sparklinlabs/sparklinwars/</a>
Most people just ran around team killing, and I suggest this is because they didn't realize it's a team game at all.<p>Some suggestions:<p>* At the beginning of the screen show a message that tells the player 'You are on team RED'<p>* Add a message for players who are team-killing - like a huge 'TEAMKILL' popping up on their screen.<p>* Also add a penalty to prevent people from team-killing (like a 10 sec respawn delay)
Quite funny, but (being in asia) it lags. It is visible when pressing a key and have somthing like 500ms delay before my avatar move. Maybe should you cheat me a little and make me believe my avatar has moved (even if he will continue to be in the butllet trajectorie and take damage).<p>I love the simple easy-zelda-top-view: it is easy to understand what's going on. It has also a very good cooperative feeling: when you meet a teammate, follow him, you will be stronger together. It's easy to understand :)<p>May I suggest to add a 2nd shoot (as in Realm of the Mad God). A shoot on right click (or space) that start a a basic shoot, but finish on an explosion. This super shoot would be limited by a long cooldown or a mana bar (or any kind of limitation).
I love the lack of communication, and that people have to interact and learn through "body language". That captures one of my favourite aspects of multiplayer gaming for me, cooperation between total strangers without any detailed planning beforehand, so I wish there was more game elements to apply this to and more rewards for cooperation than just killing and not being killed (capturing a flag that spawns in the middle maybe?). But I enjoyed it very much already, I like the lack of guide & tutorial, the learning by doing, even the friendly fire, and hope you keep that minimalism :D
That was a fun start of the day, thanks so much for making this!<p>I always wanted to make something similar on an RPG basis but never got around to do it...
Well... the server is getting hammered and the player list is like... more than full. Going to add some player limit to avoid ruining the game for everybody.<p>EDIT: OK, server restarted, game is now limited to 20 active players, should help with lag a bit.<p>EDIT: Lowered the limit to 16, improved some inefficiencies in the network code. Looks like it's running fairly well now.
Very cool, my biggest issue with the game play was just catching on corners. I think it could be very successful with a lot of iteration, richer graphics, and storyline. The basic fun factor is there, which isn't true of many commercial games.
I really had wayyyy too much fun playing this, for how "simple" it is. I'm very impressed with what was possible in just two nights. Thanks a lot for sharing!