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Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

wars.sparklinlabs.com

31–40 of 43 posts

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#31
post #2

I built this little Web game with Node.js, Three.js, Socket.io and various other libs. I wrote an overview of the tech used here: http://sparklinlabs.com/2013/04/craftstudio-beta-release-dat... If you have any particular questions about how anything was built, I'd be happy to detail it. EDIT: By request, I just made the repository public. It's not open source but feel free to check it out if you want to see how it wa…

well done! what kind of server is it running on?

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#32
post #2

I built this little Web game with Node.js, Three.js, Socket.io and various other libs. I wrote an overview of the tech used here: http://sparklinlabs.com/2013/04/craftstudio-beta-release-dat... If you have any particular questions about how anything was built, I'd be happy to detail it. EDIT: By request, I just made the repository public. It's not open source but feel free to check it out if you want to see how it wa…

well done! what kind of server is it running on?

It's a VM I rent (and use for various projects) on a fairly beefy server. I don't have the specs at hand sorry.

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#33
Most people just ran around team killing, and I suggest this is because they didn't realize it's a team game at all.

Some suggestions:

* At the beginning of the screen show a message that tells the player 'You are on team RED'

* Add a message for players who are team-killing - like a huge 'TEAMKILL' popping up on their screen.

* Also add a penalty to prevent people from team-killing (like a 10 sec respawn delay)

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#34

Most people just ran around team killing, and I suggest this is because they didn't realize it's a team game at all. Some suggestions: * At the beginning of the screen show a message that tells the player 'You are on team RED' * Add a message for players who are team-killing - like a huge 'TEAMKILL' popping up on their screen. * Also add a penalty to prevent people from team-killing (like a 10 sec respawn delay)

Fair points. I already started mitigating this by disabling friendly fire for players with -1 score (that is, as soon as a player has team killed once and made no valid kills, they won't be able to teamkill again until they make one legit first).

Instead of hurting players (-20 health) with friendly fire, I thought it would be fun for teamkillers with -1 score to actually give their teammates +1 health by shooting them. I think some players have started using it as a way to have a "healer class", which is kind of a fun emergent behavior.

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#35
post #9

Well... the server is getting hammered and the player list is like... more than full. Going to add some player limit to avoid ruining the game for everybody. EDIT: OK, server restarted, game is now limited to 20 active players, should help with lag a bit. EDIT: Lowered the limit to 16, improved some inefficiencies in the network code. Looks like it's running fairly well now.

> EDIT: Lowered the limit to 16, improved some inefficiencies in the network code. Looks like it's running fairly well now.

Might be a fun excuse to play around with an Erlang port:-)

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#36
post #34

Most people just ran around team killing, and I suggest this is because they didn't realize it's a team game at all. Some suggestions: * At the beginning of the screen show a message that tells the player 'You are on team RED' * Add a message for players who are team-killing - like a huge 'TEAMKILL' popping up on their screen. * Also add a penalty to prevent people from team-killing (like a 10 sec respawn delay)

Fair points. I already started mitigating this by disabling friendly fire for players with -1 score (that is, as soon as a player has team killed once and made no valid kills, they won't be able to teamkill again until they make one legit first). Instead of hurting players (-20 health) with friendly fire, I thought it would be fun for teamkillers with -1 score to actually give their teammates +1 health by shooting th…

Oh I see. I was pretty confused why some people wouldn't hurt me with their friendly fire and others would.

It's hard to tell whether the guys shooting at me were really trying to heal me though.

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#37

Most people just ran around team killing, and I suggest this is because they didn't realize it's a team game at all. Some suggestions: * At the beginning of the screen show a message that tells the player 'You are on team RED' * Add a message for players who are team-killing - like a huge 'TEAMKILL' popping up on their screen. * Also add a penalty to prevent people from team-killing (like a 10 sec respawn delay)

interesting game - tho its very laggy for me, unplayable =(

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#38
I love the lack of communication, and that people have to interact and learn through "body language". That captures one of my favourite aspects of multiplayer gaming for me, cooperation between total strangers without any detailed planning beforehand, so I wish there was more game elements to apply this to and more rewards for cooperation than just killing and not being killed (capturing a flag that spawns in the middle maybe?). But I enjoyed it very much already, I like the lack of guide & tutorial, the learning by doing, even the friendly fire, and hope you keep that minimalism :D

Re: Show HN: Sparklin Wars, multiplayer Web shooter I built over 2 nights

#40
post #18
post #17

Nice work, amazing that you could crank this out in a couple of nights. Inspirational!

Thanks :). I spent a huge amount of time working with those techs lately so I'm pretty familiar with them. It's not like I could have done that from scratch. Over the last few weeks I wrote a Web player with Three.js / Lua.js to be released with the Beta of my cooperative game-making platform (next week) - http://craftstud.io/ , and last year I wrote a Google Wave-like thing with Socket.io.

Thanks for releasing the source code. Could you give some background info on what the important files do? Such as the ones in the lib folder. Some methods can be guessed from code, but it would be nice to hear an overview from you.
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