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Bomberman massively multiplayer in HTML5

bombermine.com

21–30 of 211 posts

Re: Bomberman massively multiplayer in HTML5

#26
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.

Re: Bomberman massively multiplayer in HTML5

#29
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, but it's lacking a certain "game" feel to it. It still feels like playing an old school game on a PC keyboard, and there still seems to be a sort of keyboard-to-response latency that I find in most HTML5 games. Not to mention, no music/sound.

Again, I'm not knocking it for the effort. I still think it's pretty dang fun, even for an HTML5 game. But it still feels like an HTML5 game.

Re: Bomberman massively multiplayer in HTML5

#30
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.

In this case it seems okay, but not in all cases. Consider an FPS. Javascript tweaks could be used to automatically change to a shotgun when close range, assist in aiming, highlight players behind walls, etc. I wonder what the most effective ways to combat such cheating would be?
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