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Show HN: MMORPG in 55KB of Javascript

aberoth.com

41–50 of 53 posts

Re: Show HN: MMORPG in 55KB of Javascript

#41
Um, when I try to access the site, I get this:

http://gyazo.com/8b0d0be033b42c789cbfde821fc7a7e1

For posterity's sake, I'll explain the image: it's Norton blocking the site, citing an extremely vague 'drive-by download' threat:

http://safeweb.norton.com/report/show?url=http:%2F%2Faberoth...

The site owner may want to get in touch with Symantec to figure out what's going on.

Re: Show HN: MMORPG in 55KB of Javascript

#42
post #16
post #13

awesome! kickstarter maybe?

I've considered a Kickstarter, but I'm not sure exactly what I would use the money for. Perhaps some professional artwork or music. I am trying to get Aberoth Greenlit on Steam, however. You can see it at: http://steamcommunity.com/sharedfiles/filedetails/?id=930412...

You could use it to just live on. That's kind of the point of the patronage system. You need time to work, and you need food and housing during that time.

Re: Show HN: MMORPG in 55KB of Javascript

#43
post #10
post #4

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

Why do you assume it would become larger?

Good question. How much larger/smaller would it become? I just figured doing 3D requires more code and that would end up making it larger.

Re: Show HN: MMORPG in 55KB of Javascript

#44
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"?

I think you've got a few options. Route 1 is to spread it by hand, post it on 4chan /v/ or on Neogaf and ask for advice there, as you did here.

Second option is to buy actual ads on those same sites, Facebook, Twitter.

But the best option, though the hardest, is for you to begin making the game show off your personality a bit more. Make it more unique. Think Kingdom of Loathing or Candy Box: both have totally unique writing and worlds, and aren't just the standard orcs and goblins. What are you into, personally? What's some private joke you have with yourself you can spread across this game like a layer of butter?

Finally, giving people more ownership of the game world will encourage them to invite friends. Perhaps an "invite 5 friends, get your own house in the game" type thing. Growing it via social networks is half of that, but the other half is allowing players to have something in the world they'd want to show to someone else.

Good luck! You're already doing a great job. Watch player growth religiously. It's your guide to where advertising works.

Re: Show HN: MMORPG in 55KB of Javascript

#45

Earlier quoted context omitted.

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. :)

Well, shortcuts can be made to web apps too. But yeah, Steam offers a bunch of other things to games like this; the ones you mentioned, but also a way to pay for the game, a community, and (probably most importantly), exposure. App store for games.

Riddled with DRM though, so I'd avoid it.

Re: Show HN: MMORPG in 55KB of Javascript

#47
post #38
post #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.

TCP is pretty well suited for MMORPG's, World of Warcraft uses TCP too. UDP is needed for games that need more consistent accurate response times, like FPS and racing games. Hopefully when WebRTC datachannels get browser support we'll finally see those too :)

there are fps games with more people in the same area as mmos...

Re: Show HN: MMORPG in 55KB of Javascript

#48
post #22

Earlier quoted context omitted.

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. :)

"easy to download" ... please take your head out of your...steam client. steam is the most obnoxious client. it abuses your machine in several ways. in linux all games can now exploit system bugs as root. screw steam. everyone hates DRM, unless it is an app store.

Re: Show HN: MMORPG in 55KB of Javascript

#49
post #45

Earlier quoted context omitted.

Well, shortcuts can be made to web apps too. But yeah, Steam offers a bunch of other things to games like this; the ones you mentioned, but also a way to pay for the game, a community, and (probably most importantly), exposure. App store for games.

Riddled with DRM though, so I'd avoid it.

steam is like paypal for gamers. which would be good if integration was easy... but no, you are forced to depend on their fullfledged client with all the DRM and abusive tactics.
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