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Show HN: MMORPG in 55KB of Javascript

aberoth.com

21–30 of 53 posts

Re: Show HN: MMORPG in 55KB of Javascript

#25
post #4

Out of curiosity, How much larger would this likely become if you converted this to something 3D using WebGL?

depends on the textures mostly, also hed need to write his own (simple) 3d engine which will require lots of boilerplate. If hed use something like Three.js, that alone would be more than the size of the game currently i guess.

Re: Show HN: MMORPG in 55KB of Javascript

#26

Hey, this is really terrific! Extremely impressive, especially the fact it's so small (code size). This expresses a real retro sensibility that most "retro" style games miss: pixel art shouldn't take up megabytes of space. I think you should do something with this. You've actually got something you could spread far and wide, in this. It's shocking how few Web-based MMO experiences there are like this. This is the poi…

Wow, thanks for the encouragement! I am indeed making a business out of this, and so far I sell memberships, character customizations, vault upgrades, and name changes. The income has not reached "quit my day job" yet, but I am still actively developing and marketing the game, and I'm hopeful for the future! Any ideas on how I could "spread this far and wide"?

Re: Show HN: MMORPG in 55KB of Javascript

#28
post #22

This is amazing. I shared this with my stepdad and his friend, and we started talking about retro-gaming and how things were in the 80's-90's with gaming. I hope to see this hit Steam :)

Why do you need Steam for a Web game??

Well... An easy to download a client, keep a shortcut on the desktop. The user can track the amount of time invested... Achievements. (People love..achievements)... Extending the audience to a wider level. There are plenty other, however the dev said s/he is trying to push for it. So, I wish them luck. :)

Re: Show HN: MMORPG in 55KB of Javascript

#29
post #26

Hey, this is really terrific! Extremely impressive, especially the fact it's so small (code size). This expresses a real retro sensibility that most "retro" style games miss: pixel art shouldn't take up megabytes of space. I think you should do something with this. You've actually got something you could spread far and wide, in this. It's shocking how few Web-based MMO experiences there are like this. This is the poi…

Wow, thanks for the encouragement! I am indeed making a business out of this, and so far I sell memberships, character customizations, vault upgrades, and name changes. The income has not reached "quit my day job" yet, but I am still actively developing and marketing the game, and I'm hopeful for the future! Any ideas on how I could "spread this far and wide"?

Kickstarter? If the goal is free to play with cosmetic items, then you could maybe do well to have chunks of game functionality as (stretch) goals, with cosmetic items as rewards?

Re: Show HN: MMORPG in 55KB of Javascript

#30
Where can I read more about the technologies used? I'm especially interested in how you are using WebSockets to achieve such smooth real-time. I was always under the impression that WebSockets was unsuitable for multiplayer games like this.
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