| It’s like a MOBA or RTS, right click to move. Thanks anyway for trying it out! I used Phaser for the game engine. Both the client and server run Phaser instances. I used React / Redux for the UI (this was a fun use case actually, having both a game and a traditional interface communicating with each other through Redux). The server is written in Node with a simple express server. I wrote a custom game manager that handles spinning up Phaser instances, placing players in them, and shutting down stale ones. The network architecture is built on a combination of Websockets, WebRTC, and good ol’ HTTP. Websockets is for all real time communication that I definitely want to go through (casting spells, players dying, etc). I used WebRTC to handle communication for things that don’t need to come through reliably (game state). It treats the server as a “peer”, but only for the purpose of being able to blast packets back and forth without the overhead of a persistent connection. HTTP is for general account management, matchmaking, and game creation. Edit: You’re right, that’s totally a bug. Guess I need to do a better job of cleaning up after a round! |
I once appeared in the middle of 4 objects, and I couldn't move until someone send me a Wave.
Some path finding may be nice to go around obstacles (at least 1x1 obstacles), but I don't play these kind of games too often, so I don't know what most people expect.