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View Code? Open in Web Editor NEWmultiplayer endless space experience
multiplayer endless space experience
Delta Wing http://storrdev.com/category/development/delta-wing/ Demo -------------------------- https://vast-wildwood-6251.herokuapp.com/ Installation ------------ 1. run 'npm install' Building -------- 1. run 'grunt' Running ------- 1. Navigate to project directory in command line 2. Start db with 'mongod --dbpath ./data/db' 3. Start server with 'node server.js' 4. Use your browser to navigate to 'localhost' Contacts -------- So far it's just me. If you're interested in helping out and have any questions please send me an email at storr at storrdev dot com.
When a new player connects to the game, the server.js displays the following on the console:
info - socket.io started
info - handshake authorized 4aJifliflcbtPalu4wTR
new player connected: 4aJifliflcbtPalu4wTR
(onMovePlayer) Player not found: 4aJifliflcbtPalu4wTR
(onMovePlayer) Player not found: 4aJifliflcbtPalu4wTR
(onMovePlayer) Player not found: 4aJifliflcbtPalu4wTR
(onMovePlayer) Player not found: 4aJifliflcbtPalu4wTR
(onMovePlayer) Player not found: 4aJifliflcbtPalu4wTR
(onMovePlayer) Player not found: 4aJifliflcbtPalu4wTR
(onMovePlayer) Player not found: 4aJifliflcbtPalu4wTR
Should be outside of each other's soi
Change ship's state to "landed"
Unbind all controls.
Player can click on ship again to take control, at which time the only control available is "w" so they can take off. Once the player is free of the planet's surface, mouse and all other controls will become available again.
While ship is landed on planets, allow player to click and drag around, limiting the view to the planet's sphere of influence.
Chunks are a way of breaking up the huge map into manageable pieces to be saved in the database and send from the server to the client.
They contain objects to be rendered to the screen
This should allow for better performance while scaling planets up BIGGGGG.
Display useful information such as:
Relative velocity
Distance
Mass
Different kinds of ships should be available to build.
So far the only one is the Fighter. Other possibilities could be:
Freighter
Defender
Builder (Healer/Medic?)
Any object that is massive enough to have gravity will have a sphere of influence
Should probably be a circular line "superimposed" onto the gameplay, with a color to indicate it's ownership status.
It would probably also be helpful to display the what current SOI the ship is in (in case it's inside a very large one)
SOI's might be a useful way of delegating out different player and squadrons area's of the map.
Players can build “bases” that can act as safe zones, but they are not indestructible, as the original safe zones are. By upgrading the bases, you can increase the armor, and broadcasting power of the bases. By increasing the broadcasting power, it strengthens the connections power/distance so that it can also reach further away bases.
The radar will be a display in one of the corners of the screen.
It will display non-player objects "nearby" in a varying color spectrum indicating the object's density related to the current ship's maximum thrust.
Objects (such as planets) that are too dense for the current ship's maximum thrust to achieve escape velocity will appear in darker shades of red, while less dense items will show up in brighter shades of green.
Other ships should show up on the radar as well, friendly ships will show up showing a specific color or symbol, while unknown or known enemy ships will also have their own symbols/colors
Radar will not be able to show ships with stealth capabilities.
Chrome v 30.0.1599.101
OS X v 10.8.5
They are being included in the game loop when it loops through all the entities, they aren't being updated, or drawn... so there is no need for them to be there.
create a game.sounds array or object
Using webrtc and possibly peerjs.
This will help reduce lag times between the players, and reduce the load on the websocket server
Includes username and password, probably an email that they will also be able to use to login.
Looks like you get stuck inside the collision area for the planet, and the vector doesn't account for being inside the collision area.
Resources will be required for almost all interactions in the game.
They can be obtained by mining planets and asteroids, possibly from sucking up clouds of gas... in space, if that's a thing...
Multiple Resource types.
I just grabbed these words from a random word generator, they are not set in stone in anyway.
Probably due to the "id" property of chunk entities and projectile entities being shared accidentally.
Need to change how the id system works.
When creating maps in Tiled, users should have to include an Object Layer called "Spawn" with named objects to determine where different players or teams will spawn on the map.
This layer could also contain named objects that define the location of powerups or special weapon pick ups as well.
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