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SpaceTraders: A multiplayer game built on a free web API

spacetraders.io

21–30 of 60 posts

Re: SpaceTraders: A multiplayer game built on a free web API

#21

Earlier quoted context omitted.

Not to be confused with Elite Dangerous 2 on the Amiga 1200 or PC.

Not to be confused with Pioneer Spacesim, the remake of Elite 2, a free online game https://pioneerspacesim.net/

Not to be confused with Star Trader (1974).

https://en.wikipedia.org/wiki/Star_Trader

Re: SpaceTraders: A multiplayer game built on a free web API

#22
post #16

While this seems focused on trading, kinda like EVE (spreadsheet MMO), I think physical action is the real attraction of 3D graphics/audio: So I made a very scalable MMO protocol: https://github.com/tinspin/fuse It's event based so analog movement should be compressed, which means headshot FPS are not the target audience. But it works fine with action games that take scalability into concern. I'm curious how hard peo…

Your logo is on point

Backronym ftw.

Have been switching between system and standard for the S, standard is kinda pretentious as it needs adoption, but you gotta stay positive.

Re: SpaceTraders: A multiplayer game built on a free web API

#24
post #7
post #5

Not to be confused with Space Trader (the old Palm OS game) which can be played here: https://archive.org/details/palm3_SpaceTrader

Also not to be confused with TradeWars 2002, the classic BBS game: http://www.tradewars.com/default.html

I both lost so many hours to this game and lost my love of gaming playing this haha

At a point it clicked that I was just sinking hours into a game loop that didn't benefit me in any real way... and that thought managed to carry over to all games from then on :(

Great game though if you don't have an existential crisis during it

Re: SpaceTraders: A multiplayer game built on a free web API

#25
post #23

As a web dev / game dev, I do like the idea, but just playing devil's advocate: Wouldn't players just mine ore via a cron job and forget about the game? It seems like a "make numbers go up" type of game without any immersion.

Sure they can, to a large extent "cron" is the way to play this game. But would a static move be the winning strategy? Try and find out ;)

Re: SpaceTraders: A multiplayer game built on a free web API

#26
post #24
post #7

Earlier quoted context omitted.

Also not to be confused with TradeWars 2002, the classic BBS game: http://www.tradewars.com/default.html

I both lost so many hours to this game and lost my love of gaming playing this haha At a point it clicked that I was just sinking hours into a game loop that didn't benefit me in any real way... and that thought managed to carry over to all games from then on :( Great game though if you don't have an existential crisis during it

Isn't that generally true for most forms of entertainment? Watching shows or movies, seeing sports played, etc is just a fun diversion for a bit.

Re: SpaceTraders: A multiplayer game built on a free web API

#27
post #13

This looks really cool, but just imagining how I would start using this makes me feel that the API would very quickly become overloaded.

Just testing it out in the past hour and noticing a lot of "API offline" errors

Yeah I've tried all the web clients and this is the only one that seems to be somewhat working at all https://exo.nickhowell.com

I wonder if it's the API being completely overloaded or the clients being terrible.

Re: SpaceTraders: A multiplayer game built on a free web API

#28
post #7
post #5

Not to be confused with Space Trader (the old Palm OS game) which can be played here: https://archive.org/details/palm3_SpaceTrader

Also not to be confused with TradeWars 2002, the classic BBS game: http://www.tradewars.com/default.html

We used to host TradeWars on our BBS back in 1990-ish. Gosh those were fun days.

If anyone wants to revisit the days of olde - https://www.telnet.org/htm/places.htm

Re: SpaceTraders: A multiplayer game built on a free web API

#30
post #16

While this seems focused on trading, kinda like EVE (spreadsheet MMO), I think physical action is the real attraction of 3D graphics/audio: So I made a very scalable MMO protocol: https://github.com/tinspin/fuse It's event based so analog movement should be compressed, which means headshot FPS are not the target audience. But it works fine with action games that take scalability into concern. I'm curious how hard peo…

I like your license. Hopefully this works out for you!
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