Earlier quoted context omitted.
I do want to build a real one. However, I was going to build in command lag as part of the game. Weapons would be player "aimed," but they would be beam weapons that would activate if there were a weapons "lock" and if the ship were pointed in the right direction. There would also be missiles and area effect weapons. The point is to design a game based on dodging and positional tactics.
> The point is to design a game based on dodging and positional tactics. Sounds familiar... http://en.wikipedia.org/wiki/Spacewar ! PS: If you could do the awesome phosphor glow of the oscilloscope that the PDP used for a display; It'd make your game even more awesome.
MMO Asteroids
81–86 of 86 posts
Re: MMO Asteroids
#82Re: MMO Asteroids
#83How does one prevent cheating/hacking with a client-side runtime? Is there a crucial dividing line of functionality between server- and client-side functions? Say perhaps fog of war and client's only get the position updates of visible enemies?
If there are best practices / conventional wisdom, pointers (links) would be appreciated. Thanks!
Re: MMO Asteroids
#84Could this be an April Fools gag? I wish I had screencapped it, but at one point I found myself in the middle of the screen, watching four swarm-like quadrants of fellow ships (top-left, top-right, bottom-left and bottom-right) all moving in relative unison. Anytime a swarm started to get close to me, I would inch away for a few seconds before the swarm turned back. I was able to stay in this middle, peaceful area fo…
A quick removal of your network cable proves it a hoax. I almost want to learn JS and Node to build a real one. Just to spite the OP.
I've been doing just that for the last couple weekends. You can see the work in progress at: http://okayarcade.com/everybody-shoot-everybody/
Note: The link will eventually die (since it's a really early iteration I quickly published when I saw this HN thread; you can't even shoot anyone else) when I take it back down. Uses ImpactJS, NodeJS, and Socket.IO.
edit: Controls: arrow keys = move;
edit 2: I'll probably be open sourcing the game (at least the non ImpactJS parts) once it's more production ready.
Re: MMO Asteroids
#85Hmm, favorite strategy: zoom ahead full speed with a spammed bullet stream in front of you. After wrapping around enough times your bullet stream (and probably you) are going to nail someone. As you get better you can adjust your course a little to hit more, or hunt down people after that who are critically damaged by the bullet stream. :) Fun, all in all, and an awesome tech demo. For finished games, there's already…
Thanks for posting this. I am at work on an Asteroids-movement style MMO mashup with Elite. There will be "weapons lock" but there will be aiming and positioning as well, so dodging will be key. Players will be able to design their own ships, which will have performance determined by their shape, and placement of components within. (So, the more wedge-shaped your ship is, the more armor value it has for shots from th…
Re: MMO Asteroids
#86Earlier quoted context omitted.
Thanks for posting this. I am at work on an Asteroids-movement style MMO mashup with Elite. There will be "weapons lock" but there will be aiming and positioning as well, so dodging will be key. Players will be able to design their own ships, which will have performance determined by their shape, and placement of components within. (So, the more wedge-shaped your ship is, the more armor value it has for shots from th…
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