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Rawkets - A massively multiplayer HTML5 space game (canvas and WebSockets)

rawkets.com

21–28 of 28 posts

Re: Rawkets - A massively multiplayer HTML5 space game (canvas and WebSockets)

#21
post #16

"The application Rawkets by would like the ability to access and update your data on Twitter." I think I'll pass.

You're missing out. It's just to log into the game, I'm not going to tweet from your account or anything stupid. All the code is on Github as well so I can prove that.

And I'm not interested in going and reading through a bunch of source just to test out a web-game.

IMO, the web is getting a little too crazy with linking all the various social networking sites in to everything. I am a game developer, I would very much love to try out your game. However, I am not interested in doing so by providing this much information. I have no reason to trust you at all, your site won't give me any information until I give you mine first.

Sites need to provide value to me before I provide value for them. Because even if it's just a twitter ID, it's still value to you that creates a lopsided situation.

Re: Rawkets - A massively multiplayer HTML5 space game (canvas and WebSockets)

#24
post #16

"The application Rawkets by would like the ability to access and update your data on Twitter." I think I'll pass.

You're missing out. It's just to log into the game, I'm not going to tweet from your account or anything stupid. All the code is on Github as well so I can prove that.

The reason I'm using Twitter is because there will be tight integration with Twitter in the future. If you don't want to trust me then I can't help that, but it's not a problem with the game.

However, in the future I will be allowing guests to play without a Twitter account, and I will be making it more obvious why you need to use Twitter if you want more from the game.

Re: Rawkets - A massively multiplayer HTML5 space game (canvas and WebSockets)

#25

Awesome game Rob, but, related to the comments about the twitter login, next time it would probably be a better idea to use a different login system even if it's just a proof of concept.

Fair point. The game originally started without Twitter integration and people asked for it, so I can't please everyone just yet. However, I will be letting people play without a Twitter account in the near-future, once I suss out the best way to manage that.

Re: Rawkets - A massively multiplayer HTML5 space game (canvas and WebSockets)

#27

Earlier quoted context omitted.

You're missing out. It's just to log into the game, I'm not going to tweet from your account or anything stupid. All the code is on Github as well so I can prove that.

And I'm not interested in going and reading through a bunch of source just to test out a web-game. IMO, the web is getting a little too crazy with linking all the various social networking sites in to everything. I am a game developer, I would very much love to try out your game. However, I am not interested in doing so by providing this much information. I have no reason to trust you at all, your site won't give me…

I won't get to see the game either. That's a good point about showing the customer some value before requesting info from them. I need to rethink my site ;)
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