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Show HN: I built an indie, browser-based MMORPG

alpha.reconquer.online

101–110 of 165 posts

Re: Show HN: I built an indie, browser-based MMORPG

#101
post #95

Earlier quoted context omitted.

Set your expectations accordingly. Coding is the fun part, but it's less than 5% of actually launching and making a successful product. If you don't think you want to spend most of your time not coding, don't try to make it a business! Marketing is more important than making something. You will get a small boost from things like this (I was always too embarrassed to post here!), but it's an endless pit of time and mo…

I don't think marketing is too hard honestly. It's just that many people make a game that doesn't look amazing on the surface. The hits come with a different structure. If you can't hook someone in the first 3 seconds, it's going to be very difficult. That means name, screenshots, etc too. I could do a little analysis, but Genfanad is probably hard to sell because... what's the name mean? It seems rather niche and ar…

Then I think you underestimate your marketing prowess; because these are not obvious things to everyone.

For me building cloud infrastructure is easy, the choices and tradeoffs are obvious to me. To all my colleagues in the past 16 years it's been some sort of magic. They are smart people, mostly, but lack the experience and make 'obivous' mistakes all the time.

Re: Show HN: I built an indie, browser-based MMORPG

#105
post #32

Earlier quoted context omitted.

FSVO fine. Software bloat and general lack of performance continue to be among the chief complaints end users have. Not saying you're wrong, of course. The guy who passes the finish line badly wins the race, not the guy who fails the race goodly or the guy who doesn't even start running perfectly.

I’m curious why you chose an incorrect reply about JS performance on the thread of a very minimal web-based MMO to talk about software bloat.

No one can see the MMO at the moment, it's been HN-ed. So no idea how minimal it is.

And if one ignores the mmo part and thinks of other show HNs, one can assume it's 300 lines of js in the main app and 2.4 gigabytes of js dependencies including 10 separate tracking frameworks...

Re: Show HN: I built an indie, browser-based MMORPG

#106
post #52

It would be better if you made this an actual app to run locally on devices and used something like wasi to get it cross platform.

I should have added this is still a cool project, and very impressive. I was just adding that it would be another level better if it was a native app.

Re: Show HN: I built an indie, browser-based MMORPG

#108

using js for an mmo, a performance critical application, sounds like a big difficulty.

A LOT of apps use JavaScript, even performance critical ones. VSCode the most popular IDE in the entire world is JS running w/ Electron.

It's a wrong comparison. A high-level language is usually good enough for a desktop app because there's not much ongoing computation happening. It's only input processing and small, infrequent updates to the view in response to the input (not to mention rendering of the DOM and low level input processing is done by the browser's C++ compiled code). A video game on the other hand has to do computations all the time at a very high frequency.

Re: Show HN: I built an indie, browser-based MMORPG

#109

Giving up for today. I think I reached a SMTP email limit and that's causing failures elsewhere related to TCP connections. I'll look into it tomorrow. Thank you for all the feedback! There were 5000+ successful logins! I think I need a better SMTP email provider and a way to make sure a failure doesn't crash everything else.

Decided to disable email in code and try again. Not too optimistic but we'll see. Signups will fail, logins might still work if everything is cached.

Re: Show HN: I built an indie, browser-based MMORPG

#110
post #95

Earlier quoted context omitted.

I don't think marketing is too hard honestly. It's just that many people make a game that doesn't look amazing on the surface. The hits come with a different structure. If you can't hook someone in the first 3 seconds, it's going to be very difficult. That means name, screenshots, etc too. I could do a little analysis, but Genfanad is probably hard to sell because... what's the name mean? It seems rather niche and ar…

Then I think you underestimate your marketing prowess; because these are not obvious things to everyone. For me building cloud infrastructure is easy, the choices and tradeoffs are obvious to me. To all my colleagues in the past 16 years it's been some sort of magic. They are smart people, mostly, but lack the experience and make 'obivous' mistakes all the time.

They're all learnable skills. But I guess my point is if it's taking 95% of the effort, it's probably the wrong path. But when you've already put the effort into that one game, it's hard to see yourself marketing a different game.

There's a good video on designing games to be sold. The base idea is to treat it like a search algorithm. You can be an amazing fisherman but you can't catch many fish where there's no fish. https://youtube.com/watch?v=o5K0uqhxgsE

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