What is the gameplay like, and what are your plans for it?
It's a very self directed game play. You explore the world, defeat monsters, fight other players, solve puzzles, and complete quests. Some people might focus on leveling up skills, others might just want to do the quests. You can talk to other players or team up to defeat monsters. It's similar in principle to OSRS or Runescape Classic. My plan is to develop content for the next year or so, make sure it's pretty stab…
Show HN: I built an indie, browser-based MMORPG
141–150 of 165 posts
Re: Show HN: I built an indie, browser-based MMORPG
#142Giving 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.
Re: Show HN: I built an indie, browser-based MMORPG
#143Earlier quoted context omitted.
IknowIknow! You could have some lets call it "lootboxes" that people could pay real money for to open. And in them they would find items to use in the game! :-) A bit more serious, I haven't seen many attempts at just making a donation bar showing how much it costs to keep it running per month? Let people donate until the bar is filled, when it overflows it goes to next month. Very visible on login screen. In this ba…
I think presenting costs as a rough “per user/player” calculation might be more effective than presenting just the total cost. That way people are reminded of their own personal resource usage, which seems like a more manageable/tangible number, and it can be accompanied by the broader stats since of course not everyone voluntarily pays (and some people pay more than their fair share).
I would want, in exchange for that, that the game be fairly stable, that there be things to do such as Quests or Tasks, and that I could enjoy the game for maybe an hour a week, maybe 2 if I'm in a rut.
Re: Show HN: I built an indie, browser-based MMORPG
#144Earlier quoted context omitted.
I think presenting costs as a rough “per user/player” calculation might be more effective than presenting just the total cost. That way people are reminded of their own personal resource usage, which seems like a more manageable/tangible number, and it can be accompanied by the broader stats since of course not everyone voluntarily pays (and some people pay more than their fair share).
Back of the napkin math, but if the servers cost $0.25/month/player and the owner would like to make $5,000/month (very conservative but sure, why not) and there is a 20% "future emergency fund" in place, when the game has 5,000 players then each player would need to contribute on average $1.50/month, or $18/year. I would want, in exchange for that, that the game be fairly stable, that there be things to do such as Q…
Re: Show HN: I built an indie, browser-based MMORPG
#145Earlier quoted context omitted.
Pro tip: have 2-3 providers and make sure you can quickly switch between them
And that's why many indie projects fail before they start because people think they have to do something like this and build for scale before launch day :P
Re: Show HN: I built an indie, browser-based MMORPG
#146have u tried using UDP over webrtc ? https://geckos.io/
I'm working right now on upstreaming WebRTC DataChannel support to Quake III[1]. Performance is great, but it was a huge pain to get working. WebRTC is insanely complex. It's also annoying that it can't be used from web workers or service workers. I hope someday WebTransport gets peer-to-peer support that is easier to use than WebRTC. And Safari support. [1] https://github.com/ioquake/ioq3/pull/673
this webrtc/udp question is something that gets asked super frequently. If you have been able to make this work, it might be worth commercializing it
Re: Show HN: I built an indie, browser-based MMORPG
#147Earlier quoted context omitted.
I'm working right now on upstreaming WebRTC DataChannel support to Quake III[1]. Performance is great, but it was a huge pain to get working. WebRTC is insanely complex. It's also annoying that it can't be used from web workers or service workers. I hope someday WebTransport gets peer-to-peer support that is easier to use than WebRTC. And Safari support. [1] https://github.com/ioquake/ioq3/pull/673
>Performance is great, but it was a huge pain to get working. WebRTC is insanely complex. It's also annoying that it can't be used from web workers or service workers. this webrtc/udp question is something that gets asked super frequently. If you have been able to make this work, it might be worth commercializing it
Re: Show HN: I built an indie, browser-based MMORPG
#148Re: Show HN: I built an indie, browser-based MMORPG
#149Earlier quoted context omitted.
Just switched to an actual transactional email service so it might actually work for a bit. (oops, still need to get verified to send more than 100...)
I own https://mailpace.com - if you sign up and set up your DKIM records you can send right away. Drop a note to support@mailpace.com once you're up and we'll remove your rate limits.
Re: Show HN: I built an indie, browser-based MMORPG
#150I ran around smacking cows and chickens and PK-ing some people.