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

alpha.reconquer.online

151–160 of 165 posts

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

#151

It was pretty fun, though not much to do? I ran around smacking cows and chickens and PK-ing some people.

Not much compared to just about any completed game, but hopefully the framework is there.

You can talk to NPC's and do all their quests/tasks/riddles etc and do the goblin boss fight and quest. There is a lever-door puzzle in the basement of the chef's house.

You can fish, cook, mine, smelt, smith, woodcut, farm, and craft different items. There are some special abilities you can unlock. To me at least, the fun is just choosing your own adventure and discovering things as you go.

You do have to get used to right clicking on things to see if you can interact with them.

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

#157
post #145
post #116

Earlier quoted context omitted.

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

So you're the reason I had to put numbers in my username, eh?

I know that pain of trying to get a very generic username all too well!

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

#159
post #97

Earlier quoted context omitted.

Nice job with Genfanad! That looked like a really neat game. I don't have a good plan for profitability other than try to keep my expenses as low as possible and see if I can find some way to scrape by in a year or two.

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…

Valve has some great talks on monetizing free games. People will pay for social features that don’t change the game mechanics. E.g., make every donor’s avatar visually different, so people acknowledge they’re good people. E.g., wear a gold chain around their avatar’s neck or a feather in their hat. Or render them with more polygons! Larger donation = more polygons?! Makes sense to me. Or sell weapons that are the same as regular weapons but trigger fancy death scenes when they kill.

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

#160

Earlier quoted context omitted.

On one hand, js isn't known for its performance. On the other hand, OP actually has a product. I know who I'd invest in.

Bingo. These dudes never code anything because they get analysis paralysis wanting everything to be super optimized Rust/C++. Meanwhile 90% of the apps making real money run literally whatever language they started with and have been able to scale fine.

Doesn't have to be super optimized, and it's faster to write functional code for big projects with static typing.

Most of these projects exist in c++ already, they literally exist as the majority of MMOs, not sure what blather to justify your own bad architecture decisions you're on about.

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