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Show HN: I made a browser-based RTS game

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Re: Show HN: I made a browser-based RTS game

#21
post #7

Nice, big fan of browser based multiplayer stuff. I think there's so much potential now to make some crazy browser based games given current state of web apps. Edit: How long did it take you to create?

I've been working on this since 2014, but the actual time spent on development is maybe a few months.

it's very nice, I enjoy the tutorial and love the fact there is both PvE and PvP optionally. Very well thought out game so far, hope it gets more depth later as in more things to build, train etc.

Re: Show HN: I made a browser-based RTS game

#22

I would recommend allowing people to just pick a name and hop in. One of the keys to the success of web games is that there's (often) literally no barrier to entry, including the need to create an account.

I second this.

I opened a tab to give it a try, but backed out when I had to provide an email to see how it played. Assuming I enjoyed it, I'd then be motivated to make an account to keep track of my play.

Re: Show HN: I made a browser-based RTS game

#25
post #16

This is awesome, but I do have a nitpick. Using left click to select as well as move feels really unnatural to somebody coming from other RTS games. I probably have over 5k hours in StarCraft 2 and WC3, and that's a lot of muscle memory to contend with.

> Using left click to select as well as move feels really unnatural to somebody coming from other RTS games.

Is there a documented standard for RTS controls, at least for baseline features?

Re: Show HN: I made a browser-based RTS game

#27
post #16

This is awesome, but I do have a nitpick. Using left click to select as well as move feels really unnatural to somebody coming from other RTS games. I probably have over 5k hours in StarCraft 2 and WC3, and that's a lot of muscle memory to contend with.

This. I don't have nearly that much time in SC/2, but I still want to R-click to move.

Re: Show HN: I made a browser-based RTS game

#28
post #25
post #16

This is awesome, but I do have a nitpick. Using left click to select as well as move feels really unnatural to somebody coming from other RTS games. I probably have over 5k hours in StarCraft 2 and WC3, and that's a lot of muscle memory to contend with.

> Using left click to select as well as move feels really unnatural to somebody coming from other RTS games. Is there a documented standard for RTS controls, at least for baseline features?

Not that I've ever come across, but Blizzard RTSs would have to be the gold standard. Age of Empires being second. Looking at those franchises would cover the majority of player expectations, at least in terms of basic mechanics like attack-moving, move-commands, unit selection, and so on.

Re: Show HN: I made a browser-based RTS game

#29
post #19

I would recommend allowing people to just pick a name and hop in. One of the keys to the success of web games is that there's (often) literally no barrier to entry, including the need to create an account.

My experience is that almost 100% do sign up. Signing up is not a barrier. Funny statistic I had in a game was that while almost 100% did sign up, only 50% of those entered the game. After highlighting the "enter game" button, that 50% went up to something like 85%. But the takeaway is that almost everyone do signup almost automatically.

Do an A/B test, and see how many enter the game when presented with a sign up form vs without.

Re: Show HN: I made a browser-based RTS game

#30

Yeah the AI is pretty tough, pretty much only spams workers and warriors. Only issue for me is being able to accurately click on my base and/or individual chars. But otherwise pretty fun!

Would love to see support for viewing the group of selected units, group hot-keys, fog of war, a* path finding...
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