Manyland
manyland.com
manyland.com
Have you looked into implementing some form of AI/bot API or the like? With the major workload being done on the creator/owner side.
I'm sure this is a fun game, but I only got 4 minutes in before it became totally unplayable. :(
I've gotten to http://manyland.com/info-speed-issues every single time.
And yes:
- I'm using Google Chrome
- This is my only tab/window open
- The window is about 25% of the screen size on a 15" rMBP
- I've disabled all extension windows
- I have no anti-virus software (plz don't hack me every1)
I wanted to notify you guys though of some security flaws within the game.
Probably the biggest issue I see is the lack of server side checks against changes coming from the client. I only tested this out on the player object as a PoC, but it only takes changing a variable within the player object to modify things like player speed, mountable craft speed, etc.
For instance, while you obfuscated the name of the player object within the ig.game object, it was easily found by checking for modifications to the health variable, where another function listed it as ig.game.O1376. This name for this player object is also static for every game instance, so it's easily referred to every time.
Once the player object was found, it's easy to modify the variables and the world (server side) accepts it. It was also easy, for the most part, to identify what certain variables did as they were in plain text. To change player jump height for example, all it would take is this piece of JavaScript:
window.ig.game.O1376.altJumpReducedGravityFactor = 0.1;
Now the player can super jump and the server is fine with it (verified by numerous 'holy sh!' and 'wtf!?' comments from other players).
The second thing I see is just obfuscating the code more.
I would suggest first and foremost to do the server side checks. Even if you left all your code in plain text, any modification someone tried to make from the client would be seen, verified, and handled accordingly by the server. Second I would try obfuscating all variable names that you can, especially the class definitions like EntityPlayer. To go further on it, I would have it produce the obfuscated names randomly on each load of the game script so they're not easily referred to.
Just wanted to bring the issue up to you guys after finding it.
Now as far as tweaking things which are harmful to others go, we try to base it on friendship -- so e.g. if you pick up a weapon you can only harm people who friended you (if your friends disagree with being killed, they can unfriend, and unfriended people aren't affected by one's bullets) -- but if you find anything that harms others even when not friended, please give us some time to fix it and disclose it privately to: we@manyland.com (we do have server-side checks for such things, so if something is not working there, we'd really appreciate the tip) We aren't perfect and private disclosure is very much appreciated.
Thanks again! Please let us know via email please if you find anything!
I'll definitely let you know if I find anything else, was just messing with it for an hour or so today :) I apologize too if you don't want this up here and let me know if you want me to delete it.
I thought "what a nice wind sound effect" until I realized it was the CPU fan in my laptop. Heh. But that's not really a big deal, at least for now, and I'm sure you can optimize.
Experiments like this show us that graphics and VFX are overrated. It's true for games, and it's true for movies too. Primer is still one of the best sci-fi flicks I've seen in the last ten years, and they used what looked like surplus air conditioning equipment as props. Sometimes too much FX actually gets in the way of your imagination. When I visit a virtual world, I kind of want it to be unlike the physical.
I tried a Rift the other day too, and that has its appeal as well. But it's a different appeal.
Noticed it was a tad laggy and then tracerouted and found that it's in London and I'm in Southern California. I suppose that's understandable. I guess if things take off you'd be able to geo-locate a bit via other cloud services.
hehe... can I say we totally planned for that...
(sorry though! if you were around green mountain, that's actually our busiest area. Hope you stick around with us, and let us know how the upranking to 5 goes, it should be smooth over the coming days, and then you can do everything in the world.)
My life is now complete.
Also the falling to death kicks in much faster than I would have expected.
Other than those two, once more a great game. Reminds me of Wyvern (http://en.wikipedia.org/wiki/Wyvern_(video_game)) in some ways.
But for a not a fan of Minecraft like me kinda lacks a purpose.
Impressive demo scene though - making things like that with just some scripts and a browser.
Edit: but I still got kicked off after going through a portal where everything was much slower. Maybe this laptop just isn't powerful enough though.
http://en.m.wikipedia.org/wiki/Habitat_(video_game)
which incidentally is being restored by booting the original servers found in a collector's basement:
http://www.gamasutra.com/view/feature/227045/rebooting_the_w...
Is this an open-source project?
It's also not closed in the sense that you cannot hack the hell out of it once you buy a license. The closed part is just so that Dom gets his 99$ license fees (IMO a steal).
One thing we pondered might be cool for the future is some kind of iframe-sandboxed JavaScript to add object functionality, but already you can add to the functionality using behavior scripts called Interactings. http://manyland.com/info-interacting This is the way you can currently extend the logic, and we're setting most of our Interactings for tutorial purposes and such to 'clonable', meaning you can collect the object and adjust and copy its graphic & code. Take a look at some of the videos on the Interacting help page to get an idea, and please contact us if you have any questions or suggestions!
I dunno why, because I'm certain I've seen games like this somewhere, but this just seems really cool and sorta inspiring, along the lines of "hey, you can just write code and toss it in a browser and go". (Not to be rude; I'm sure it took a lot of effort.) This is one of the first times I've ever felt this way. Ever since '95, I've never been impressed with a web version of something, because usually it's a weak imitation of a native program. But this just feels like something different.
JavaScript/ html5 has pros and cons but one thing that is fun is to be able to quickly release updates, sometimes several times over the course of a day, which will then instantly be visible to everyone in the world (and since we're using a browser wrapper for e.g. the iPad version, it will also be updated across devices).
I've seen similar collaborative sites ruined by the above.
This might not break the game but in large enough doses turn off large groups of users.
Great on-boarding!
In Furcadia, you're allowed to create and upload your own world with your own scripts, as well as upload your own images and avatars for use in the world.
Graal has player worlds and allows almost the same thing.
Could you add a way to import assets easily so that they can be developed using other tools or imported?
Kindle Fire HDX on the other hand, we released through their 'html app' option, meaning we can actually point to manyland.com and don't need to provide a compiled project. Pretty neat from Amazon!
Edit: it somehow fixed itself and gave me a skateboard
Just a small suggestion: could the sound of forbidden actions be replaced by something smoother?
But I got on a horse, flew to the edge and now I'm falling for ever.
Now it seems the approach is that mods/people who run HN are the ones who usually improve titles, which I think is a good idea (Techmeme does this), although it's often not for some time after they hit front page too, sadly. Maybe they can give a more official explanation of the policy though.