This Post Took 3 Years to Write
brawl.in
brawl.in
A very underrated statement. This really matters. No matter what you do in life, it always comes down to the people you do it with. E.g. People don't leave a company, they leave their boss. People don't leave a marriage, they leave their spouse etc etc.
Sometimes, even if your boss is nice, you do leave the company.
Later on, same hiccup with "Now press forward". Green smallish arrow against cyan background next to green header pointing at green field... you see where I'm going.
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All in all, while this is not something that I'd play, it appears to be really well done and it leaves great first impression. Congrats on the launch and here's to hoping it will make you rich, healthy and happy! :)Also, I kind of wanted to play, but was annoyed that I had to type in a username and password. I am so tired of typing in another username and password. Just let me authenticate with something else if I'm too lazy, please!
Leading up to Portal 2's release, with the potato promotion, a still unfinished "Kick It!" was involved as part of the promotion, with users needing to obtain a certain ingame achievement. However, it was not at all made clear to users that this game was still in alpha. Tons of users had a bad experience, and a game that wasn't even really intended to be played yet ended up getting exposed to the games industry at large, of course, with a horrible reception.
Please don't let the delay overly worry you. Here's what the great master Shigeru Miyamoto said: "A delayed game is eventually good, a bad game is bad forever." (from: http://nintendo.wikia.com/wiki/Shigeru_Miyamoto/Quotes).
Of course, you could do 'updates' but you have to make a good impression with your first cut.
I tried out the tutorial and thought it was pretty good, but wanted more before signing up. I'd recommend putting in another larger battle where the tutorial ends, so I can get a feel for how the game plays.
If more websites would verify, then this wouldn't be a problem.
We're huge fans of tactical strategy games here in the office, so I've shot the link around to get a few people up and running. Small game studio based out of Toronto here, so if you'd like some feedback from peers, let me know and I'd be happy to collect what feedback we can offer. :)
Congrats on launching!
* If you link to the site, you can only say nice things
* You can't opt out of their emails
* They say, "please refer to our privacy policy" but there isn't one (this might be an oversight or maybe I just missed it)
[edit for formatting]
We will look to revise this to get rid of the yucky stuff. Lawyers can't be that expensive :/
That said, you can opt out of all emails, and we obviously the link stuff is just dumb and not enforceable.
Apologies.
You also say that you might change the terms at any time. Go ahead and change them. :-)
[EDIT: Terms have been updated. Thanks again for bringing this to our attention]
Yep, hence why I hire designers..
This seems like it will be a lot of fun. My suggestion: Make basic info (attack,movement, etc) about the brawlers viewable without clicking. There's too much clicking as a new player because I don't know what anything does.
Damn you're persistent!
In hindsight, why did take so much longer than initially expected? Poor estimation of the initial target, or a large change from the initial target?
And for schedule, it was vast underestimation of the scope of a digital CCG combined with having day jobs => bad estimation and inconsistent hours.
Feedback:
- As someone else said the 'End Turn' button should disappear or be more heavily disabled when it's not your turn. A more prominent alert at the top of the screen when the turn hands over would be nice too.
- Notifying of the turns you need to take is great when you have multiple games on the go and totally saved the experience for me. It would be even better if you could jump between games more quickly. Imagine a quick-jump menu on the right with all your active games in it.
- Music/Sound please! (I'm sure you're working on this!)
I'm going through the challenges right now. So far I'm really enjoying this. Nice work!
We're currently running an all javascript (coffeescript) stack. In the backend we have a variety of node.js servers. We have the following "types" of servers:
- Metagame: handles our web api requests - Game: handles all the game logic, on the server. no client side game logic. Because we're all JS - client is effectively open-source. - Notification: routes messages and notifications to the users, utilizes 0mq between servers. - Matchmaker: takes in requests for game searches, keeps requests in memory, and finds matches. - Overseer: orchestrates where all the servers live. Want to know the address of a server? talk to the overseerer. Need to spin up a new game server? Overseerer. - League: Handles league management.
We currently have physical 6 servers (2 metagame, 2 game, 2 for the others). The metagame mixes web-sockets and standard web requests. The game server is web-socket only. These are the only two servers that talk to the clients. All other servers just network between themselves.
The Metagame, and Game server are fronted by nginx which acts as a reverse proxy, does ssl termination, caching policies, etc. All our assets (images, etc) are stored on Amazon Cloudfront, and cached forever. All filenames encode the MD5 signature of the file to ensure that we can cache everything forever, speeding up the clients.
We're currently using MongoDB to store all our game data. We use http://www.objectrocket.com/.
We were also accepted into the Rackspace (http://www.rackspace.com/) startup program which provides us a lot of free servers for a year. While we don't need all 6 servers right now, we can test out the infrastructure and launch this way, allowing us scale up easier. Free for a year was a good reason to move away from AWS - where we previously resided.
We went with nodejs - largely because of the "fun" factor. When we started we didn't have a ton of familiarity with it, but we wanted something different, and node had a lot of buzz at that time. While writing it in C, Java, or Erlang would of been more in our wheelhouse, we knew this was a hobby project and wanted to learn something new and enjoy ourself. It turned out to be a good choice, node is great. It performs well, and is a joy to work with. I've always felt that server side performance just needs to be good enough, you can optimize and optimize and optimize, but at the end of the day your stack needs to be architected such that it can run on 100s of computers at a time. You can only run with 1 server for so long, so creating something is scalable in hardware is more important then squeezing a single server for all it's worth. Node, combined my 0mq (for us) makes this a snap. My 2 cents anyhow.
Mongo was chosen for a similar reason. It has nice aspects to it, and is a great compliment to an all JS system. For us, we're not query heavy so it was a good choice. That said, as we add features, I can see partitioning our data into mongo data and more traditional RDBMS data. Mongo is good for certain classes of data, but you need to know what you're getting into. If you'd like me to talk to anything else, let me know.
93% of the code written was replaced at an average of 734 lines changed per commit. That is some serious coding.
I am going to be the best, like no one ever was
Impossible.