Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights
wars.sparklinlabs.com
wars.sparklinlabs.com
If you have any particular questions about how anything was built, I'd be happy to detail it.
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 - https://bitbucket.org/sparklinlabs/sparklinwars/
Do you have a public repo to browse your Coffee-scripts?
Great job!
P.S. I killed you earlier :)
Simple though the gameplay is, and knowing very little little about {Node,Three}.js, I have to admit the game changed my mind a little about what is possible in "only" javascript.
Bombermine's source code is not open though, so it's nice the source code for this one is open, to dig in and see the mechanics behind it!
Some suggestions:
* At the beginning of the screen show a message that tells the player 'You are on team RED'
* Add a message for players who are team-killing - like a huge 'TEAMKILL' popping up on their screen.
* Also add a penalty to prevent people from team-killing (like a 10 sec respawn delay)
Instead of hurting players (-20 health) with friendly fire, I thought it would be fun for teamkillers with -1 score to actually give their teammates +1 health by shooting them. I think some players have started using it as a way to have a "healer class", which is kind of a fun emergent behavior.
It's hard to tell whether the guys shooting at me were really trying to heal me though.
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 :)
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).
A secondary weapon would be nice indeed :)
I always wanted to make something similar on an RPG basis but never got around to do it...
EDIT: OK, server restarted, game is now limited to 20 active players, should help with lag a bit.
EDIT: Lowered the limit to 16, improved some inefficiencies in the network code. Looks like it's running fairly well now.
Might be a fun excuse to play around with an Erlang port:-)
I hope to do something more serious with it in the coming months. If anyone cares to be updated, you can follow me on Twitter at http://twitter.com/elisee
This is a tech demo of open web standards. Persona! :P
Over the last few weeks I wrote a Web player with Three.js / Lua.js to be released with the Beta of my cooperative game-making platform (next week) - http://craftstud.io/, and last year I wrote a Google Wave-like thing with Socket.io.
-sequel
A.