Show HN: I built an indie, browser-based MMORPG
91–100 of 165 posts
Re: Show HN: I built an indie, browser-based MMORPG
#92For those of us who missed the party, can we have a video and screenies please please please? :D Also, a very long time ago I remember seeing the early genesis of minecraft emerging on iirc https://forums.tigsource.com/ . The community there is still vibrant, so if not already there then that is a good place to show your game and get solid feedback and encouragement :)
Re: Show HN: I built an indie, browser-based MMORPG
#93600 ms tick rate and can only support 200 users per instance? Can you elaborate on all that? I was working on a browser game that i’d like to have be realtime and responsive but it seems maybe a tall order from what I’ve been told but I don’t really understand why. Like would 30 fps and maybe something like 50 ms tick rate for 4 players in the same game instance be feasible in browser? Thanks ahead of time!
The 200 users are on a $5 per month server. I'm guessing a better server could support more, but there are scaling challenges if everyone wants to be in the exact same location. In that case, you're sending 200 updates to 200 people each tick which gets slow since it scales O(n^2). I used 600ms because that's a reasonable rate for walking one square and it's also what is used in the largest similar game Old School Ru…
Re: Show HN: I built an indie, browser-based MMORPG
#94For those of us who missed the party, can we have a video and screenies please please please? :D Also, a very long time ago I remember seeing the early genesis of minecraft emerging on iirc https://forums.tigsource.com/ . The community there is still vibrant, so if not already there then that is a good place to show your game and get solid feedback and encouragement :)
Re: Show HN: I built an indie, browser-based MMORPG
#95Earlier quoted context omitted.
Do you have any suggestions? Your game seemed very popular. Anything you wished you had focused more on?
Set your expectations accordingly. Coding is the fun part, but it's less than 5% of actually launching and making a successful product. If you don't think you want to spend most of your time not coding, don't try to make it a business! Marketing is more important than making something. You will get a small boost from things like this (I was always too embarrassed to post here!), but it's an endless pit of time and mo…
I could do a little analysis, but Genfanad is probably hard to sell because... what's the name mean? It seems rather niche and artsy. I'm not sure what's going on from the site. Reconquest is quite obvious from the name and going into the screen, it seems... woah, maybe I have a lot of agency here? Then you look at comments and read of people getting ganked without moderator interference. That's likely why it took off.
Many games are fun to build and play, but they'll never ever be hits and have to be fixed from a structural level. Names are easy to fix. Steam is also very much hit and miss; if you don't have a certain level of wishlists, it's just going to be a waste of time doing any marketing.
Re: Show HN: I built an indie, browser-based MMORPG
#96Earlier quoted context omitted.
no, it should be the State's pickaxe, that the central committee might entrust to you so that you work your part in the 5-year plan
I don't know why you're being downvoted, that's exactly how it'd work under Stalinist communist regime.
Re: Show HN: I built an indie, browser-based MMORPG
#97Huh, this is fun! I built Genfanad ( http://genfanad.com/ ) as a browser based game with similar inspirations to yours a few years ago. A lot of the technologies you mentioned are very similar. It's surprising how easy getting something up and running is these days! We ended up shutting down a few months ago as I couldn't figure out how to take it to profitability. Do you have plans for that, or is it just a fun side…
Nice job with Genfanad! That looked like a really neat game. I don't have a good plan for profitability other than try to keep my expenses as low as possible and see if I can find some way to scrape by in a year or two.
A bit more serious, I haven't seen many attempts at just making a donation bar showing how much it costs to keep it running per month? Let people donate until the bar is filled, when it overflows it goes to next month. Very visible on login screen. In this bar ofcourse include your salary for keeping it running after developement is doneish.
Maybe stretch-goals for donation to make new functions?
And please use Ko-fi for donations, much friendlier and less cutting into your profits :-)
Re: Show HN: I built an indie, browser-based MMORPG
#98using js for an mmo, a performance critical application, sounds like a big difficulty.
A LOT of apps use JavaScript, even performance critical ones. VSCode the most popular IDE in the entire world is JS running w/ Electron.
Node.js is fine on the server and JS is my preferred language. That said I switched from VSCode to vim a few years back because my laptop couldn't handle all the Electron apps I had running. Now the only browser instance I run is the actual browser and I'll never go back to Electron apps.
Re: Show HN: I built an indie, browser-based MMORPG
#99Earlier quoted context omitted.
A LOT of apps use JavaScript, even performance critical ones. VSCode the most popular IDE in the entire world is JS running w/ Electron.
> VSCode the most popular IDE in the entire world is JS running w/ Electron Node.js is fine on the server and JS is my preferred language. That said I switched from VSCode to vim a few years back because my laptop couldn't handle all the Electron apps I had running. Now the only browser instance I run is the actual browser and I'll never go back to Electron apps.
Re: Show HN: I built an indie, browser-based MMORPG
#100Earlier quoted context omitted.
Wouldn't communism be "our"?
no, it should be the State's pickaxe, that the central committee might entrust to you so that you work your part in the 5-year plan