MMO Asteroids
seb.ly
seb.ly
I wish I had screencapped it, but at one point I found myself in the middle of the screen, watching four swarm-like quadrants of fellow ships (top-left, top-right, bottom-left and bottom-right) all moving in relative unison. Anytime a swarm started to get close to me, I would inch away for a few seconds before the swarm turned back. I was able to stay in this middle, peaceful area for an extremely long time before random stray fire eventually finished me off.
Ok, it happend again now... Something strange is definitely going on.
I.e - it's fake. Such a shame!
http://imageshack.us/photo/my-images/832/screenshot20120401a...
How I know? I turned off my internet connection, and the game continued to work .
I almost want to learn JS and Node to build a real one. Just to spite the OP.
Sounds familiar...
http://en.wikipedia.org/wiki/Spacewar!
PS: If you could do the awesome phosphor glow of the oscilloscope that the PDP used for a display; It'd make your game even more awesome.
I'm old enough to have played the Arcade Cabinet version of this game as a kid. Not exactly what I'm talking about, but perhaps an inspiration.
PS: If you could do the awesome phosphor glow of the oscilloscope that the PDP used for a display; It'd make your game even more awesome.
I'll keep that in mind.
I knew it wasn't exactly what you were talking about, but the general concept is similar. I like to think of it as an improved iteration.
>I'll keep that in mind.
If you're not sure what it looks like:
http://www.youtube.com/watch?v=7bzWnaH-0sg
Though for the sake of modern players eyes, pretend that the flickering never happened. (;
(More footage showing a full round: http://www.youtube.com/watch?v=MvGzAvNLcew)
EDIT: Considering what you've said in other comments. Maybe the best way to implement this would be a skin that players can buy as an upgrade?
Not browser based, but still MMO.
If anyone is curious or wants to hack on something like this, you could check out my (unpolished) code: https://github.com/roblourens/nodesnake . My first crack at both Node and a multiplayer real-time game.
Edit - and the game is still live at http://aws.roblourens.com/ but looks like it may be a little buggy yet - I wish I'd known something like this was going to be on the front page of HN, I would have taken another look at this project and tried to have a polished demo!
I've been doing just that for the last couple weekends. You can see the work in progress at: http://okayarcade.com/everybody-shoot-everybody/
Note: The link will eventually die (since it's a really early iteration I quickly published when I saw this HN thread; you can't even shoot anyone else) when I take it back down. Uses ImpactJS, NodeJS, and Socket.IO.
edit: Controls: arrow keys = move;
edit 2: I'll probably be open sourcing the game (at least the non ImpactJS parts) once it's more production ready.
http://gamesfrommars.fr/vibrant
A multiplayer mode is the most requested feature, but I don't know if it's worth it.
From the website: Ever imagine what it'd be like to play Asteroids against your friends?
Maybe I'm just a sore loser ahaha. Great game, anyway.
I hope you see the funny side :)
Fun, all in all, and an awesome tech demo. For finished games, there's already http://www.getcontinuum.com/ which is basically the game with rules and rounds and teams and whatnot. Although that is thick client.
Players will be able to design their own ships, which will have performance determined by their shape, and placement of components within. (So, the more wedge-shaped your ship is, the more armor value it has for shots from the front, but the slower it can turn because its structure is less robust. Also, the longer your laser-tube is, the better range it has, etc.) This will happen in a procedurally generated universe containing in excess of 2^128 worlds.
I'm doing this as a study in emergence in games. I want to implement an MMO where mindless "keyboard macro" grinding is totally absent. Wherever possible, we will replace a boring grinding mechanic with something akin to optimizing or micromanaging in an RTS or 4X. What's more, the optimizing/managing mechanics will actually be emergent themselves, building on the ability to write scripts for almost everything in game. (These will run on the server, so the user can license their scripts to other players for in-game money.)
numPlayers+=randomInteger(1,5)
Though there is indeed some WebSocket communication between your browser and the server. Here's what most of these communiqés look like: {"type": "leave", "id": 133334510518}
I wonder why the author even uses WebSockets at all, or what these "leave" packets are meant for.The multiplayer version is long gone, but you can still get try out the original dhtml head-to-head version (provided you have IE3+ or Netscape Navigator handy):
http://www.jasonkester.com/joust/
Might have to spend a weekend cramming it full of Node.js and replacing the 1998 DOM referencing syntax with something a bit more modern...
Edit: Holy yikes, it actually works in the latest Chrome and Firefox. No idea how... http://www.jasonkester.com/joust/
http://seb.ly/2012/04/node-js-experiment-mmo-asteroids/
Looks like his next iteration will be real multiplayer. That will be awesome
Anyone with a more careful attitude towards quantitative analysis than I care to verify?
setTimeout("restoreHealth()", 100); setTimeout("boom()", 2000);
Unlike MMO Asteroids, we don't fake the multi-player element. (Try pulling the network cable :) ) But with that comes the problem of bootstrapping the game to get a critical mass, since the game is boring with a few players. Building an AI engine for the game seems very complicated because it's a strategy game.
Anybody want to help? Should just take about a week to build something playable i think.
How does one prevent cheating/hacking with a client-side runtime? Is there a crucial dividing line of functionality between server- and client-side functions? Say perhaps fog of war and client's only get the position updates of visible enemies?
If there are best practices / conventional wisdom, pointers (links) would be appreciated. Thanks!
http://www.edery.org/2011/06/realm-of-the-mad-god/
Now that I think about it, the game is basically a Gauntlet MMORPG! :)
.#{"type":"leave","id":1333318871470}
It does look like he's updating the players coming in and out though.Try entering player.energy = 100000 :)
Does anyone know whether this is actually feasible to make using Node.JS (or any other technology?)
Here are some photos. I saw a video somewhere, but I can't find it now.
http://stage.itp.nyu.edu/history/timeline/cinematrix.html
http://www.4colorrebellion.com/archives/2006/08/03/siggraph-...
I'll grant him one "get out of jail free card": perhaps it can be MMO, but if not enough human players are playing at any time he fills the world with bots. That's about the nicest guess I can make.