HN user

altanis

83 karma

c, c++, rust, javascript, and basically every other language

Posts6
Comments42
View on HN

Yeah that "desync" is because the server mspt (shown next to your latency) was likely very high. It's because of a memory leak, I'll investigate when I get a chance.

I'll look into that game, I've never heard of it. Not sure how I'd incorporate NPCs in a fast paced game like this, if you have any ideas let me know!

Hey, thanks for the suggestions! By the way, you can hold K to level up to max, this is temporary though.

Levels are determined by halving your XP then finding the correct level, just like Diep.io. I agree with you though; I'll probably make it less harsh.

Level scaling is already exponential (its harder to get levels as you progress).

I actually really like the noob flag idea; when spectating, a bunch of people were confused on what to do and kept dying to a higher level person. I will definitely add this feature in the following week.

WebRTC is complicated; there are many more edge cases compared to websockets. Off the top of my head, I know I'd need to run a TURN server for people behind symmetrical NAT or CGNAT networks, which would be a pain. WebSockets are much more accessible for everyone. In the future I'll investigate UDP protocols, but its likely I'll always use TCP for web games.

The base game is inspired from Diep.io with extensive features already to differentiate it, but you're right the base game is still essentially Diep.io. The game is still relatively new and I haven't implemented all my ideas yet, but when I'm done the base game mechanics will be completely different.

There are some features in-game which I don't want abused by bots (creating sandboxes for instance). There's also a 1v1 system which needs a Google account to associate your rankings with. Other than those two sections, you are able to play FFAs and join other people's sandboxes without a Google account.

Yeah, I didn't actually expect this many people to play. I've ran benches locally of 100 bots playing together, and the game server ran at a decent 5-7 MSPT. I didn't run the benchmark for hours though, so I never got performance degradation. I'll run the bench for a few hours today and inspect why performance degrades.

Hey, thanks! You're right, I should've probably labeled it as a multi-player game, not an MMO. The connection issue you faced was because of a (probably) faulty clientside fingerprint implementation I made; your fingerprint probably collided with others. I'll rework it in a few hours.