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I've created an HTML5 RTS Game with Multiplayer & Map Editor


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#1 jb_   Members   -  Reputation: 114

Posted 10 December 2013 - 07:49 PM

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Hi,

Ive created (and am still creating) an HTML5 RTS Game, called "Littlewargame"

 

Littlewargame.com (you can play without registering or downloading or anything)

 

The game is written in Javascript / HTML5, has a medieval / fantasy setting and working multiplayer.

This is my first html5 project and the game is still beta, but its playble.

 

Right now this is the moment where i put it "out there" for the first time and id love to hear some feedback, to see if this is the right direction im going.

 

The game itself is a pretty simple but smooth-feeling multiplayer RTS. The overall theme is a little WarCraft like. I figured there are not really too much up & running good HTML5 multiplayer rts games, so i decided to start this one. Its also easy to access and easy to understand, but of course comes with the natural complexity of any RTS game.

 

JB

 

edit: some screenshots:

 

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Edited by jb_, 10 December 2013 - 08:24 PM.


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#2 jbadams   Senior Staff   -  Reputation: 19072

Posted 10 December 2013 - 08:02 PM

Pretty cool, runs reasonably smoothly for me in Chrome on Windows 7.

 

Loading took a moment, if it's possible you might improve the loading screen a little by including a progress bar or percentage indicator to show that something is definitely happening.

 

Game-play is basic but solid -- pretty familiar from early RTS games.  Nothing really special about it yet, but I think you've got a good solid foundation to potentially develop a great game if you continue to add good content and create some interesting maps to play on.

 

 

Does the multi-player work yet?  I was able to enter a lobby, but there were no other players listed to try it out with -- obviously understandable.

 

 

Congratulations on getting it this far, I'd love to hear some more about the development process if you have a blog or developer journal -- or if you don't yet you could perhaps consider starting one heresmile.png



#3 jb_   Members   -  Reputation: 114

Posted 10 December 2013 - 08:22 PM

thx for your feedback.

Yes multiplayer works. ive played some matches with friends. But not tested too much, there might be bugs.

Im actually thinking about starting a blog soon.



#4 Buster2000   Members   -  Reputation: 1740

Posted 11 December 2013 - 02:43 AM

Awesome game.  Runs fine on firefox in OSX.  I didn't see any loading progress the game just started almost instantly for me.  I also second what jbadams has said about a dev blog it would be great to here more technical info as you progress with development.



#5 AlanSmithee   Members   -  Reputation: 1031

Posted 11 December 2013 - 03:44 AM

Hi.

 

Played a game vs the AI and I loved it!

This game behaves very well.. bug free as far as i can tell and controls and UI are intuetive!

 

I just ordered the book "pro html5 games" yesterday to get started on my own html5 multiplayer rts game.. Have you read it?

 

Btw, I noticed that when I am tabbed away from the game, it "pauses", which is fine when facing the AI, but maybe you should move all logic to the server side of it, to allow for tabbing while playing? Html5 games lends themself to casual playing.

 

Anyways, great job so far!


Edited by AlanSmithee, 11 December 2013 - 03:47 AM.


#6 LorenzoGatti   Crossbones+   -  Reputation: 2738

Posted 11 December 2013 - 05:00 AM

The screenshot are very good, but I think the game would look even better with highly visible shadows: from trees (drawn below adjacent trees or above adjacent grass), from buildings (drawn on grass tiles, which can be added as a mandatory part of the building) and from rocks and bushes (self-contained in their tiles). The current shadows are missing in many cases, and far too light and soft when present.
Produci, consuma, crepa

#7 ShadowFlar3   Members   -  Reputation: 1258

Posted 11 December 2013 - 05:22 AM

From visual point of view (I'm not an RTS person) you could try decreasing the contrast in grass texture and making the contrast between grass and trees more visible. It's hard to see where the walkable space is clipped. And shadows would be great to bring depth into the game but I understand that could take you quite a bit of time.

 

Nice project and looking forward to seeing more and more htlm5 games these days :)



#8 jb_   Members   -  Reputation: 114

Posted 11 December 2013 - 05:23 AM

thx for all the feedback so far.

 

i have not read the book "pro html5 games".

 

The pausing when tabbing away is one of the things that bothers me most right now. I just cant find a solution for it. In html5 you use "requestAnimationFrame(mainLoop)", which is pretty much "call mainLoop 60 times per sec". But as soon as the tab becomes inactive, requestAnimationFrame stops calling. Browser implemented this to save energy and stuff. Its the same for any other functions that call periodically. They ale get throttled by browsers when tab is inactive. As you said this is very annoying im multiplayer games.

 

I will have a look into the shadows and play around a little bit, guess you may be right. Im not the best graphic artist unfortunately :(



#9 DpakoH   Members   -  Reputation: 1013

Posted 11 December 2013 - 05:36 AM

Superb work! :)



#10 AlanSmithee   Members   -  Reputation: 1031

Posted 11 December 2013 - 05:46 AM

jb_ as i said, you should move the logic to the server side of things (i guess you are running a nodejs server?) so that only the rendering is done on the client (ie only rendering will be paused when tabbed out and the logic of the game will keep running since that is done on the server)

 

This is even more important from a multiplayer pov since anything happening on the client is open for manipulation (cheating)



#11 jb_   Members   -  Reputation: 114

Posted 11 December 2013 - 07:17 AM

jb_ as i said, you should move the logic to the server side of things (i guess you are running a nodejs server?) so that only the rendering is done on the client (ie only rendering will be paused when tabbed out and the logic of the game will keep running since that is done on the server)

 

This is even more important from a multiplayer pov since anything happening on the client is open for manipulation (cheating)

i thought about this alot before i wrote the network code, but i figured the best solution is to only send the user input commands to each other, since this is waaaaaaay less traffic. Doind the game on the sever would require to send each units position to the clients every 50ms (game is 20 ticks / sec). This would be a lot more traffic (a looooot). Right now traffic is ~2kb / sec. Traffic the other way would be more than 10 times as much, which is, in my opinion , too much for a game. Also i would need waaay more traffix limit on my server side, which means id have to pay more in the end. Also the server would use way more cpu load since for every game that is played at a time, the server would have to do all the calculations.



#12 AlanSmithee   Members   -  Reputation: 1031

Posted 11 December 2013 - 07:25 AM

Yeah, server load is an important topic in networking games and it can be the cause of many bottlenecks, but threre's a lot of usefull information regarding this on the web.

One series of articles that I've found extra informative is this http://gafferongames.com/networking-for-game-programmers/

Also, I am sure that there are many experienced developers around here that would offer you advice if needed.

 

*Edit: Regarding hosting and server capacity.. yup, running hosted network games requires really good servers even if the user base isn't that big

 

Disregarding the pausing issue, if you ever hope to have meaningful multiplayer (in the sense of it being competetive) handling logic on the client is not an option.

 

I wish I could be more helpful, but I am only learning this stuff my self atm.

 

PS: I second the suggestion that you should make a dev diary, I would be very interested in reading about the development process of this game.


Edited by AlanSmithee, 11 December 2013 - 07:27 AM.


#13 jb_   Members   -  Reputation: 114

Posted 11 December 2013 - 09:37 AM

Thinking about making a dev diary.... but no idea what to write, never did or read any of those.



#14 HappyCoder   Members   -  Reputation: 2843

Posted 11 December 2013 - 02:05 PM

Great job. I enjoyed it. You got me to play three games. In the second game I lost, so I of course had to play one more. However, I felt like the game generally moved a little too slow. Like the workers gathered gold to slowly and building and training took a little long. But still great work overall. I enjoy real time strategies and would love to see where this goes.

#15 jb_   Members   -  Reputation: 114

Posted 17 December 2013 - 01:34 PM

i sped up some of the units movement speeds a little bit. I think you were right, it was a little bit too slow.



#16 jb_   Members   -  Reputation: 114

Posted 21 December 2013 - 06:27 PM

I have now started a blog, as many ppl requested in response to my game.

You can see the blog here: http://www.jbs-gaming-blog.com/

Atm theres just one post, but more are soon to come.



#17 jbadams   Senior Staff   -  Reputation: 19072

Posted 21 December 2013 - 08:12 PM

Awesome, looking forward to hearing more details!  We'd love to hear some of the technical details if you're willing to share!



#18 jb_   Members   -  Reputation: 114

Posted 21 December 2013 - 08:28 PM

yeah, im willing to share whatever.... at least most. Im just not exactly sure what ppl are intrested most. If you like you can leave a comment and tell me what you would like to know.



#19 AlanSmithee   Members   -  Reputation: 1031

Posted 22 December 2013 - 06:42 PM

Hey awesome news, just write about whatever you've done since your last blog post and focus on things that interests you and it'll be much more fun for you to blog :)



#20 kiteflyingmonkey   Members   -  Reputation: 310

Posted 24 December 2013 - 10:23 AM

This game is great. I've played it a few times, and have only just managed to beat the AI... Unfortunately, just as I destroyed their last building, it froze, is there meant to be a win screen or something?






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