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Show HN: 2D multiplayer battle royale game

surviv.io

21–30 of 41 posts

Re: Show HN: 2D multiplayer battle royale game

#21
It seems in firefox 57 (linux) that firefox is auto searching when hitting wasd keys. I've not had this issue when airma.sh was presented on HN. I'm assuming a preventdefault or autocomplete=off tag is missing somewhere.

Besides that minor issue, so far quite entertaining!

Re: Show HN: 2D multiplayer battle royale game

#22

Pretty fun. My favorite feature so far is bullets bouncing off metal buildings. The server-side movement is unfortunate, but understandable. At first I thought the brown crates were just barriers, but I learned pretty quickly.

I've built '.io' games of my own and by far the toughest part was the client-server communication, state management, and client-side interpolation. In my experience, the person with the lowest latency has the best experience overall while those with ping >=100 tend to suffer quite a bit more than you'd expect. I'm not well-versed enough in networking to make this statement confidently, so take it with a grain of salt, but I believe the lack of UDP for browser games greatly limits how smooth the experience can be for everyone. It might just be a matter of being enough of an expert to hide the issue though. Hopefully one day I'll figure that out myself!

Re: Show HN: 2D multiplayer battle royale game

#26
post #22

Pretty fun. My favorite feature so far is bullets bouncing off metal buildings. The server-side movement is unfortunate, but understandable. At first I thought the brown crates were just barriers, but I learned pretty quickly.

I've built '.io' games of my own and by far the toughest part was the client-server communication, state management, and client-side interpolation. In my experience, the person with the lowest latency has the best experience overall while those with ping >=100 tend to suffer quite a bit more than you'd expect. I'm not well-versed enough in networking to make this statement confidently, so take it with a grain of salt…

It's not a UDP or TCP problem. Some of these games are highly latency sensitive, typically you die if you failed to move within a quarter of a second. They will be unplayable on any mobile or poor wifi connection.

Re: Show HN: 2D multiplayer battle royale game

#28

Why does this connect to multiple raw IP addresses with no domain names?

No real point in routing it through DNS except to entertain a few nerds looking at the network tab.

or, like in my case, when you've got umatrix running.

Re: Show HN: 2D multiplayer battle royale game

#29
post #5

I enjoyed this. One suggestion: scopes currently are over-powered in an uninteresting way. One thing that works well for top-down games is to not have the view purely centered on the player, but to have it move in the direction of the mouse pointer. That way, I see more in the direction I'm looking and less "behind" me, which is realistic. A scope then allows me to see even further in the direction I'm looking, but h…

How does the network code to only transmit positions of players in your view work? Right now I imagine a simple quad tree is sufficient. Or it just broadcasts all the players to everyone all the time.
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