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

alpha.reconquer.online

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

#161
post #116

Earlier 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

One of the Turbine devs shared that Asheron's Call (an early MMORPG) was intentionally not released in major outlets at first so they would not scale too fast. This was perhaps wise, the first few months were largely---and remarkably---free of network and load balancer problems.

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

#162
I see a lot of promise with this. My biggest complaint is how often my clicks go without effect. I'd say 60% of every click goes unnoticed by the game and I have to click several more times before I see a UI dropdown or a red or yellow X.

A little bit about my computing environment. Terribly bad Wi-Fi on terribly bad DSL in rural America. Modern CPU, but no GPU. Some visual stutters here and there. I would not be surprised if it's my network which is causing the errors, but at the same time I think the engine should assume the network is unreliable and compensate.

Anyway, thanks for the fun distraction!

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

#163

Earlier quoted context omitted.

>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

The thought had crossed my mind honestly, but I have no idea who would pay for it.

https://assetstore.unity.com/packages/tools/network/webrtc-v...

https://assetstore.unity.com/packages/tools/network/fm-webso...

of course, it doesnt have to be tied to unity...but just a thought.

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

#164

Earlier quoted context omitted.

The thought had crossed my mind honestly, but I have no idea who would pay for it.

https://assetstore.unity.com/packages/tools/network/webrtc-v... https://assetstore.unity.com/packages/tools/network/fm-webso... of course, it doesnt have to be tied to unity...but just a thought.

Interesting, I hadn't considered game asset stores.

I'm guessing that the vast majority of sales for the plugins you linked are for native apps that want video chat or to communicate with existing WebSocket endpoints. A WebRTC DataChannel plugin would really only be useful for web builds, which are unpopular for Unity and unsupported for Unreal.

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

#165
post #141

Earlier quoted context omitted.

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…

Just reached the playtime limit, a bit sad but will be back tomorrow <3

Just out of curiosity what is the playtime limit for? I'm slowly starting to understand how to progress but I feel like I don't get much done in 30 minutes. Having fun though and it's taking me back to the runescape days of my childhood :)
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