Show HN: I made a browser-based RTS game
31–40 of 65 posts
Re: Show HN: I made a browser-based RTS game
#32Is it possible to play the game without having to register an account?
Re: Show HN: I made a browser-based RTS game
#33This 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.
Eg. Red alert 2
Re: Show HN: I made a browser-based RTS game
#34This 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.
Re: Show HN: I made a browser-based RTS game
#35I 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.
A recent web game on HN ("Pounce") did the first part well: https://news.ycombinator.com/item?id=31073332
Also I suggest making it really easy to invite someone else to play with you by sending them a link. That's more complex though.
Also since you already have a spectator mode, it'd be cool if people see an active game when they go to the home page, like lichess.org. That might be even harder to do that invite links.
Nice that you can share the result of a game! http://www.battle-of-flags.com/match/index/695
Re: Show HN: I made a browser-based RTS game
#36I know multiplayer games generally need a server to "referee" (and to matchmake) but I wonder if games ever offload most of that work so the client does the heavy lifting (e.g. find a path from A to B) and then submits its work for the server to validate (e.g. this path from A to B works) and broadcast rather than the server doing all the game simulation work. My understanding is that multiplayer game clients generally just do graphics/sound and user interaction processing.
(yeah yeah distributed consensus don't say the B word)
Re: Show HN: I made a browser-based RTS game
#37Is it possible to play the game without having to register an account?
Re: Show HN: I made a browser-based RTS game
#38This 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
#39Nice, 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 believe that this could have be done ~20 years ago with about the same effort.
Websocket is maybe minimally easier than AJAX + 20 years old javascript, and the newer ECMA standards also have some nice syntactic sugars, but nothing radical. Objects, classes, closures, passing and modifying functions, javascript was so powerful and easy to work with from the beginning. People just didn't used it back then.
I remember playing e.g. travianer 15 years ago, different genre, but the technology was given.
Re: Show HN: I made a browser-based RTS game
#40Cool, the graphics are very reminiscent of Tibia, an old school MMO that I loved as a kid.
Exactly what I thought. I wonder if OP played