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BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

hacks.mozilla.org

11–20 of 32 posts

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#11
post #8

what's the ??? quest?

There's a few, One is "for science" find the portals and get the cake.

The other is a maze to a rickroll, and then there's a fox potion that turns you into a firefox that makes you invincible for a short time.

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#12

I look forward to trying this out with a few friends from college who were mildly addicted to simple games like Dwarf Fortress and Zelda. Any excuse for old school multiplayer gaming is a good one.

I think you may have underestimated the complexity of Dwarf Fortress. It's the most complex single player game I've ever played

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#13

I look forward to trying this out with a few friends from college who were mildly addicted to simple games like Dwarf Fortress and Zelda. Any excuse for old school multiplayer gaming is a good one.

Dwarf Fortress is probably one of the most complex games ever made. Simple graphics, yes, but that's the only thing.

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#14
post #13

I look forward to trying this out with a few friends from college who were mildly addicted to simple games like Dwarf Fortress and Zelda. Any excuse for old school multiplayer gaming is a good one.

Dwarf Fortress is probably one of the most complex games ever made. Simple graphics, yes, but that's the only thing.

I used simple in two different ways, sorry about that. DF is simple in graphics only, I completely agree. A more appropriate game to mention is Runescape, but I couldn't think of it at the time.

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#15
Its a 20 minute game, dont get too excited. Awesome display of technology but its not what you typically think of when you hear MMO.

The potential is awesome and Im sure some hackers out there will do something amazing with the source code.

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#16
post #2

This has been a long time coming. I am happy to see the implementations of HTML5 technologies that are capable of delivering this kind of experience.

The scrolling was jerky for me on my newish desktop PC. There doesn't seem to be any new "technology" here, just some slow wrappers around stuff that was around years ago. If this is being touted as "the future" then programming is really going down the toilet.

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#17
post #3

wow, this is pretty impressive.

Not trying to bully you, but what part of this is impressive? There doesn't seem to be anything here that wasn't done better decades ago. Why does everything become impressive once it appears in the browser?

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#18
Sockets are not a new technology. Wrapping sockets in a bunch of overhead and taking away UDP isn't new technology. No smooth scrolling on a PC with a graphics card an inch thick strikes me as a very poor job. But it will be hailed as a "step forwward" because it's in the browser space (which has no standards).

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#19

Sockets are not a new technology. Wrapping sockets in a bunch of overhead and taking away UDP isn't new technology. No smooth scrolling on a PC with a graphics card an inch thick strikes me as a very poor job. But it will be hailed as a "step forwward" because it's in the browser space (which has no standards).

The Browser is a massive step forward in four key areas:

1) Zero-pain installation (no steps, no wait to download)

2) Zero-friction sharing (paste a url to any resource within the app/game)

3) Zero-friction upgrading (happens automatically. depending on architecture, no need to even reload the app)

4) Largest install base of any platform

It's a classic disruptive technology. Yeah the graphics suck. Yeah it's slow. But those things are improving, and will get to the point where they're "good enough" for a big swath of uses. Whereas the four properties above are much more challenging to fit into an Xbox or iOS architecture.

Re: BrowserQuest– a massively multiplayer HTML5 (WebSocket + Canvas) game experiment

#20

Sockets are not a new technology. Wrapping sockets in a bunch of overhead and taking away UDP isn't new technology. No smooth scrolling on a PC with a graphics card an inch thick strikes me as a very poor job. But it will be hailed as a "step forwward" because it's in the browser space (which has no standards).

The Browser is a massive step forward in four key areas: 1) Zero-pain installation (no steps, no wait to download) 2) Zero-friction sharing (paste a url to any resource within the app/game) 3) Zero-friction upgrading (happens automatically. depending on architecture, no need to even reload the app) 4) Largest install base of any platform It's a classic disruptive technology. Yeah the graphics suck. Yeah it's slow. Bu…

Zero-install is not difficult. In fact, it was around decades ago. Then people destroyed that with complex operating systems requiring loads of configuration. Even with the stupidity of modern operating systems we could recover zero-install with simple virtual machines (or any number of other mechanisms).

Web links are cool. Just about the only redeeming feature of the web. They have absolutely no connection to JavaScript, HTML5 or any of the other hideous complexity you see in the browser.

Browsers are not "zero friction" upgrading. Behaviour changes from version to version. Using Firefox on Linux I have experienced continued breakages. Again, if you had a simple virtual machine it would be simple to port anywhere, and you wouldn't need constant bug fixes.

Your last point has nothing to do with technology. It is simply the result of vendors successfully selling the technology to people. By doing so they've locked other better approaches out of the market due to network effects.

The remainder of your post is the good old "it'll be good enough" attitude. Except it won't ever be as good as it was because people are reliant on benchmarks that make "freight train" style systems look "fast" for through-put code.

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