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Bomberman massively multiplayer in HTML5

bombermine.com

161–170 of 211 posts

Re: Bomberman massively multiplayer in HTML5

#162
post #145

Earlier quoted context omitted.

What are you serving with node? Chat?

I assume he means that node + nginx runs the game at the HTTP level but the actual game engine and logic are in Java.

But wouldn't the game just be connected straight to Java over websocket once the client has been paired to the server?

From the looks of it I don't think they are using Node for anything related to the game itself. At best it might be used to pair a client to a server but that's basically nothing.

Re: Bomberman massively multiplayer in HTML5

#163
post #102

I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…

HTML5 just needs a better sound API (e.g., programmatic playback, midi) so that we can make better games/apps. Many games just fall back to Flash for their sound.

The Web Audio API has already shipped on Chrome, FF and even mobile https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specifica...

Re: Bomberman massively multiplayer in HTML5

#164

Earlier quoted context omitted.

I assume he means that node + nginx runs the game at the HTTP level but the actual game engine and logic are in Java.

But wouldn't the game just be connected straight to Java over websocket once the client has been paired to the server? From the looks of it I don't think they are using Node for anything related to the game itself. At best it might be used to pair a client to a server but that's basically nothing.

Not really sure, perhaps the game itself isn't web-aware and they just use node.js to pull messages in and out because it is fast?

Will have to see if Ivan replies to know for sure. :)

Re: Bomberman massively multiplayer in HTML5

#166

Earlier quoted context omitted.

But wouldn't the game just be connected straight to Java over websocket once the client has been paired to the server? From the looks of it I don't think they are using Node for anything related to the game itself. At best it might be used to pair a client to a server but that's basically nothing.

Not really sure, perhaps the game itself isn't web-aware and they just use node.js to pull messages in and out because it is fast? Will have to see if Ivan replies to know for sure. :)

Game is connected to Java over websocket through haproxy. I'm going to remove haproxy as soon as i discover solution for a few backend problems.

Re: Bomberman massively multiplayer in HTML5

#167
post #14

I wonder what they're doing about cheating? I guess this type of game is not so easy to 'cheat' with but I'm sure it is possible. I was thinking about building an Unreal Tournament clone in WebGL, but I'm still not sure what to do about cheating.

In this case they don't have any trouble with cheating because the game logic seems to be entirely server-side. Also cheating is only trouble when it degrades other player's experience or when they are hacking/hurting the monetization.

Game logic is entirely server-side. I do not think that the bots will survive in this madhouse with lags and lot of randoms :)

Re: Bomberman massively multiplayer in HTML5

#169

Pardon my English. Team consists of two programmers and four helpers, we live in different cities near Moscow. I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network and rendering. We were preparing for Mozilla GameOn, posted a link to /r/webgames, it became viral. We're in shock :) Game Core: Pure Java. Game Client: cross-compiled with GWT. Angular.js for UI (sco…

Hi! This is awesome from a technical perspective and was initially fun to play. Being reset when I died was a major problem, especially when joining for the first time in the middle of a round and playing against players who already had lots of stuff (at which point one tends to die quickly... and then have to start over).

I'm not an expert in game design (just psychology) but from a hedonic perspective I strongly suspect that you should not be stripping players of assets when they die.

In general, the case for "punishing" a player is weak (why cause the user pain?) and punishing them in a way that makes it hard for them to catch up in a highly competitive game is worse. The "Death" counter going up and losing your current position is sufficient incentive not to get killed, or there could be loss of points, or you could maybe strip off a single distance unit from the bombs.

In the long run you might want some sort of way for early players to catch up quickly, like drops near a player becoming more frequent when they're less advanced compared to other players. Meanwhile, ceasing to strip assets when a player dies, or stripping off only a single unit of distance (not number of bombs, having only a single bomb slows down gameplay a lot) will greatly increase game playability.

Especially don't strip the ability to kick bombs. This makes it far too easy for freshly respawned players to be killed.

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