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Space Frigates

spacefrigates.com

101–109 of 109 posts

Re: Space Frigates

#102

feels like authoritative server with no client side prediction?

Hi!

It does have client side prediction. What it is lacking is a working sync when the updates come back from the server.

I’ve tried and tried to get that part right but it has been difficult.

I recently found the Lance engine and may just port to that since they seem to have figured it out.

You can follow my progress at: https://blog.spacefrigates.com

Re: Space Frigates

#103

"503 Service Unavailable" - I guess enough people here thought it was worth a try

Yea, sorry about that.

If you want to give it another try now that traffic has died down the performance is a lot better.

Thanks!

Re: Space Frigates

#104

Earlier quoted context omitted.

It's space. There isn't really steering; you have to use thrust to modify your vector.

Computers can take input and handle it however the programmer wants in order to replicate ordinary steering. This is true in both games and in actual space. Why is everyone in this comment section seemingly unable to say anything negative about Space Frigates? This deserves its own 2 hour documentary. I’m tempted to submit a random .io game and see how people react.

Hi!

Yes, you are correct. In fact, this has been something I have gone back on forth on myself.

I do actually have an “on board computer” That sits between what the player tried to do and what the ship actually does.

For example, the on board computer will only allow the pilot to fire the rotational thrusters to a certain max angular momentum.

I’ve also experimented with having the on board computer automatically stop rotation by firing the opposite rotational thruster for the pilot automatically.

The thing is, it was a pain because whatever we that degree turn was was never just right.

So, when you tried to fire at another ship you would often rotate a little too much or a little not enough.

Having it the way it is now we’re the pilot has to manually control angular velocity gives the. More precise control.

So that is why that is the way it currently is. But, many people have had the same feedback...

What I am thinking about doing is having a control on the HUD where pilots can choose manual versus automatic and also set the amount of predefined degree of rotation they want when in automatic.

I think that might be the best of all worlds?

Re: Space Frigates

#106

Earlier quoted context omitted.

Can you explain why you think this is cool?

I find multiplayer websocket games cool. Can you explain why you want to know?

It’s unplayable and barely functional. Do you actually like it, or you just like the idea of what it could be?

There has been a multiplayer websocket .io game renaissance ongoing since 2016. Hundreds of multiplayer websocket games have been released in that time and they’re all objectively better than this, tech stack included. People like you are acting like this never happened, and I don’t know how you could actually be unaware of it. Some multiplayer websocket games such as slither.io are a worldwide phenomenon on par with Pokémon Go in terms of popularity.

In light of all that, I’m asking why you think this is cool because it doesn’t make sense to me.

Re: Space Frigates

#107

Earlier quoted context omitted.

Computers can take input and handle it however the programmer wants in order to replicate ordinary steering. This is true in both games and in actual space. Why is everyone in this comment section seemingly unable to say anything negative about Space Frigates? This deserves its own 2 hour documentary. I’m tempted to submit a random .io game and see how people react.

Hi! Yes, you are correct. In fact, this has been something I have gone back on forth on myself. I do actually have an “on board computer” That sits between what the player tried to do and what the ship actually does. For example, the on board computer will only allow the pilot to fire the rotational thrusters to a certain max angular momentum. I’ve also experimented with having the on board computer automatically sto…

My issue is just "I'm not going to spend the time to figure this out." I know how to use vim, I know how to drive a manual transmission car, I learned those things, it is possible.

But if you ask me to apply even a fraction of the effort spent learning vim or stick shift to learning a lo-fi space shooter, my question is "why" and my answer is "no thanks." It's not that it's impossible, it's that the juice is not worth the squeeze, at least for me.

Re: Space Frigates

#108
post #55
post #41

Some playing tips: - Never keep any controls pressed down. Consider each single keypress as a discrete action that consumes energy. The more conservative you are with keypresses, the more energy you keep. - Because it's busy, you have to accelerate right after spawning, otherwise you're in the hellzone and people will actually spawn inside you, causing instant death. - The down arrow will brake/stop your ship, no mat…

I figured. Game registers a single keypress as multiple (Firefox / macOS). Keypresses register late (I can notice this especially with brake). Nearly unplayable for me.

Same here, even when I'm alone in the arena. Unplayable. Feel like the packet has to go to the server and back before I see a response in my local craft.

Edit:

Pinging 13 times I got: rtt min/avg/max/mdev = 125.981/217.330/322.054/63.585 ms

>200ms ping average, 64ms median deviation, yeah I bet the packets have to go to the server before it responds and that explains everything. The weird thing is that it was still an issue while I was alone on the server so it can't have been overloaded.

To my own website that's 37.490/39.462/41.610/1.199 ms, so it's not my connection.

Re: Space Frigates

#109

Earlier quoted context omitted.

Hi! Yes, you are correct. In fact, this has been something I have gone back on forth on myself. I do actually have an “on board computer” That sits between what the player tried to do and what the ship actually does. For example, the on board computer will only allow the pilot to fire the rotational thrusters to a certain max angular momentum. I’ve also experimented with having the on board computer automatically sto…

My issue is just "I'm not going to spend the time to figure this out." I know how to use vim, I know how to drive a manual transmission car, I learned those things, it is possible. But if you ask me to apply even a fraction of the effort spent learning vim or stick shift to learning a lo-fi space shooter, my question is "why" and my answer is "no thanks." It's not that it's impossible, it's that the juice is not wort…

That's fair and I appreciate the feedback.

I admit that the controls are not intuitive for somebody who has never played the game.

I do enjoy the controls and find that they make the game very challenging but I do understand that it will drive away many potential players.

I think that the "why" will eventually be that there will be a lot more content. My long term visual is to grow the game into more than a simple shooter. I eventually plan to have larger ships with more components to control.

I hope that as the game progresses the content will justify more of a learning curve. For example, many people have taken the time to learn Dwarf Fortress because it is an awesome game with tons of content.

But I'm a long, long way from that.

So, to your point, I may need to make the controls more intuitive until the content justifies a larger learning curve.

Thanks for the feedback,

Dave

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