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WebSockets and WebGL used to create multiplayer shoot'em up

turbulenz.com

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Re: WebSockets and WebGL used to create multiplayer shoot'em up

#2
Runs pretty smooth and the multiplayer seems to work fine (though Quick Play dropped me into an empty game the first time). Giving the bullets a black outline is a good move because I cannot make sense of the rest of the visuals - horribly low contrast and super noisy, almost random use of color.

Seems to play pretty well other than the issues created by the indecipherable visuals though. I think multiplayer makes this kind of game more engaging, but you need to take steps to overcome the visual confusion and tendency to be overwhelmed when there are 4 players worth of bullets and special effects flying around the screen.

Re: WebSockets and WebGL used to create multiplayer shoot'em up

#3

Runs pretty smooth and the multiplayer seems to work fine (though Quick Play dropped me into an empty game the first time). Giving the bullets a black outline is a good move because I cannot make sense of the rest of the visuals - horribly low contrast and super noisy, almost random use of color. Seems to play pretty well other than the issues created by the indecipherable visuals though. I think multiplayer makes th…

I agree about the visuals. I also found the WASD movement, arrow keys to fire scheme pretty hard to use. Can you use the mouse to fire?

Re: WebSockets and WebGL used to create multiplayer shoot'em up

#5

Runs pretty smooth and the multiplayer seems to work fine (though Quick Play dropped me into an empty game the first time). Giving the bullets a black outline is a good move because I cannot make sense of the rest of the visuals - horribly low contrast and super noisy, almost random use of color. Seems to play pretty well other than the issues created by the indecipherable visuals though. I think multiplayer makes th…

I agree about the visuals. I also found the WASD movement, arrow keys to fire scheme pretty hard to use. Can you use the mouse to fire?

Yes.

Re: WebSockets and WebGL used to create multiplayer shoot'em up

#7

Runs pretty smooth and the multiplayer seems to work fine (though Quick Play dropped me into an empty game the first time). Giving the bullets a black outline is a good move because I cannot make sense of the rest of the visuals - horribly low contrast and super noisy, almost random use of color. Seems to play pretty well other than the issues created by the indecipherable visuals though. I think multiplayer makes th…

Yeah visuals are confusing, here is how I would fix it:

Make each players view of the game unique such that it is easiest to decipher where their ship is, and where incoming bullets are. So the player's ship could be bright white, the harmfull bullets bright red or orange, and everything else a darker color. What the next player sees is different - a view designed to distinguish their own ship, and player 1's ship is dark. Make sense?

Re: WebSockets and WebGL used to create multiplayer shoot'em up

#10

Runs pretty smooth and the multiplayer seems to work fine (though Quick Play dropped me into an empty game the first time). Giving the bullets a black outline is a good move because I cannot make sense of the rest of the visuals - horribly low contrast and super noisy, almost random use of color. Seems to play pretty well other than the issues created by the indecipherable visuals though. I think multiplayer makes th…

Yeah visuals are confusing, here is how I would fix it: Make each players view of the game unique such that it is easiest to decipher where their ship is, and where incoming bullets are. So the player's ship could be bright white, the harmfull bullets bright red or orange, and everything else a darker color. What the next player sees is different - a view designed to distinguish their own ship, and player 1's ship is…

Thanks for the ideas and thoughts, I'll link the team to this post :)
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