• Advertisement
Sign in to follow this  

Unity [web] Any good browser based gamedev community?

This topic is 4214 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Anyone knows any community of browser based game developers? Didn't see any around on the net. I'm trying to make a PHP browser based wargame and I have a programmer friend to advise me but i need to talk to people about gameplay and pick up proven techniques for this "genre". Thanks~

Share this post


Link to post
Share on other sites
Advertisement
I don't think there is such a board (if there is, don't bite me), but you don't need one either. The thing is, you just need to combine game programming with web programming. So find resources on those two subjects and do your thang!!

Share this post


Link to post
Share on other sites
There's a huge amount of developers right here on GameDev. The great thing about game development is that game mechanics can be applied with almost any platform, system and library. So, if you bring up your issues to the game programming forum, you'll be able to get so much input on gameplay.

Share this post


Link to post
Share on other sites
I feel your pain. :(

I've been asking for a mud-dev board for some time now, but the idea always seems to get shot down. The web-dev forum is a great place to ask any web-coding questions (people like Sander have tons of experience/knowledge and are pretty darn good about answering questions), but I find the game-design forum to be rather lackluster. The typical questions are 'I want to make a game with x, y, z features.... what do you guys think?' while the typical responses will always be 'yeah, that sounds good'. Very rarely have I seen any good feedback/constructive criticism from that group. I really wish the admins would start another board dedicated to web-based game programming that could address issues like in-game economy, combat algorythms, etc. But, alas, it does not exist.... yet.

Share this post


Link to post
Share on other sites
It is, of course, a slippery slope. If you get forum based, then someone wants console, then someone wants handheld specific to PDA...and where do you draw the line?

Keep it vague, and you questions get seen by everyone. There are times that I find the design forum to be a bit lacking, but I often believe it is because the author of the post really shows nothing to be criticized. They don't begin a conversation. Saying "what do you think" is not a good topic starter. Ask for specific answers about specific topics, and branch the discussion from there.

As far as web programming related to games -- post away in the general development or web development section, and those of us who can help you in anyway will.

Share this post


Link to post
Share on other sites
Well, if we can't get genre specific due to the 1000's of different genre's that exist, how about a board that is dedicated to combat algorythms, economics and game balacing? I'm not sure what exactly you'd call that sort of forum, but I do think its needed.

The trouble I have found over the last 2 or so years is that I can answer all my web-programming related questions with the web-dev forum (and, from talking with others, most programming/math related questions can be easily resolved through this site), but if I have questions concerning 'how do I develop the economny in my game... here is what I have so far' or 'How do I keep one players from becomming too powerful', etc. I usually get (and I know this is going to offend somebody, but oh well) answers from what seems to be younger kids that have never really made a game before, yet think they know it all. Its like all the newbies who want to design a game hang out in the game design forum which makes most of the more experienced developers shy away. At least, that has been my experience. Maybe a mud-dev forum is too specific.... but something similar would be very nice.

Share this post


Link to post
Share on other sites
Yeah, I definitely understand your concern and see your point. Though, unfortunately, I think most moderators would claim that even to the point of algorithms, it falls under design. Unfortunately, I sort of agree with them. I think you just have to do your best to glean the most you can in these forums from those with experience and take the comments of those with little experience with a grain of salt.

I hate to be a nay-sayer, but I just don't see it happening.

Again, as I said, I find the design forum is best kept to very short posts with very specific questions, instead of putting really long posts with very little for questions. They get off topic fast and allow the less experienced with more lee-way.

If all else fails, you could e-mail some of the people who you know have made MUDs and web-based games before who might not lurk on these forums.

Share this post


Link to post
Share on other sites
Quote:
Original post by Cygnus_X
I feel your pain. :(

I've been asking for a mud-dev board for some time now, but the idea always seems to get shot down. The web-dev forum is a great place to ask any web-coding questions (people like Sander have tons of experience/knowledge and are pretty darn good about answering questions), but I find the game-design forum to be rather lackluster. The typical questions are 'I want to make a game with x, y, z features.... what do you guys think?' while the typical responses will always be 'yeah, that sounds good'. Very rarely have I seen any good feedback/constructive criticism from that group. I really wish the admins would start another board dedicated to web-based game programming that could address issues like in-game economy, combat algorythms, etc. But, alas, it does not exist.... yet.

If you're looking for help with MUD programming, you can probably find it here:
http://www.mudconnector.com/

Share this post


Link to post
Share on other sites
Quote:
Original post by Lukewarm
If you're looking for help with MUD programming, you can probably find it here:
http://www.mudconnector.com/


Ah yes, i was about to recommend mudconnector too. :)


It is hard to discuss BBG game design issues on an open topic forum. I started a thread about the purpose of the turn/AP cap and didn't get a single response:

http://www.gamedev.net/community/forums/topic.asp?topic_id=405343

Where are all the BBG designers? :(

Share this post


Link to post
Share on other sites
Quote:
Original post by sarahcovenant
Where are all the BBG designers? :(


Looking at the responses in this thread, it seems quite a few frequent this forum. You could ask here instead of the general game development forum.

Share this post


Link to post
Share on other sites
Ah yes, as I am still young to this site I actually only read a few of the forums on here. This one is one I try to check the most often. I try to give input where I can.

Now guys, all the people reading this forum I'm assuming are web developers. Those of us who enjoy creating web base games, why don't we create our own forum site for Web-Dev Game programming. I've got a server to host it on.

Share this post


Link to post
Share on other sites
Quote:
Original post by Raz Malone
Now guys, all the people reading this forum I'm assuming are web developers. Those of us who enjoy creating web base games, why don't we create our own forum site for Web-Dev Game programming. I've got a server to host it on.


Thats a great idea!

Share this post


Link to post
Share on other sites
What would be some good Names for the site?
Web Game Development or WEBGDEV

Here are some good forum titles and catagories I have so far:
Technical
--PHP
--ASP
--SQL
--CSS
--FLASH

Game Development
--RPG General
--FPS General
--Stragedy General
--Mini Game General
--Multi User
--Economy
--Battle Systems

Share this post


Link to post
Share on other sites
Well this is what I've got so far. It was thrown together pretty quickly and does not have any resources as of yet. When I get the time I'll do more with it than it just being a forum, and yes it's phpBB.

http://www.echoempires.com/webrpgdev/

Share this post


Link to post
Share on other sites
Quote:
Original post by Raz Malone
Well this is what I've got so far. It was thrown together pretty quickly and does not have any resources as of yet. When I get the time I'll do more with it than it just being a forum, and yes it's phpBB.

http://www.echoempires.com/webrpgdev/


Woah it looks great! Thanks for the overtime!

Now all we need is to get it populated. I'll try to round up as many as possible. :)

Share this post


Link to post
Share on other sites
http://www.gamealot.net/forums/

Looks like crap, still in programming, don't mind the popup window I have a php debug class that stores a ton of debug info and creates a popup so I don't have to pollute the page with its output

You can create an account, the forums don't fully work yet ;)

Basically its a Zend Framework website work in progress with the idea of it not just being a development forum for web games but the site itself hosting, sponsoring and supporting web games.

I could use some help though as my graphic skills suck ;) im just working on all the backend programming, My house recently got hit by lightning and im in the middle of replacing my computers so progress has stalled a little bit but I hope to have the forums done soon.

Share this post


Link to post
Share on other sites
I just saw this and I had to chime in. I'm actually making a web-based real time strategy MMO right now, and its nearing completion. It should be online and playable in about a week or two. I used the following languages:
HTML
javascript
PHP
MySQL

Pretty much the only thing thats left on it are the graphics and icons. I'm still debating what to do with the source code when I'm done though. It's fairly lengthy though, about 400+ pages worth of code.

Oh, by the way. As far as I know, its unhackable. But don't quote me on that.

So if you need any help, just ask.

Someone13

Share this post


Link to post
Share on other sites
Quote:
Original post by Someone13
I just saw this and I had to chime in. I'm actually making a web-based real time strategy MMO right now, and its nearing completion. It should be online and playable in about a week or two. I used the following languages:
HTML
javascript
PHP
MySQL

Pretty much the only thing thats left on it are the graphics and icons. I'm still debating what to do with the source code when I'm done though. It's fairly lengthy though, about 400+ pages worth of code.

Oh, by the way. As far as I know, its unhackable. But don't quote me on that.

So if you need any help, just ask.

Someone13


Woah nice! Question barrage!

1) How long did you take to make it? Were you formally trained or had prior experience in PHP, MySQL?

2) How hard do you rate making a PHP MMO wargame? What about for a person learning PHP from scratch with only experience using Actionscript?

3) Was it a rewarding experience or do you feel it took up too much of your life?

4) Whats the link to your game? :P

Share this post


Link to post
Share on other sites
1) 3 weeks so far (for coding), about one to two left (for graphics). I taught myself those languages years ago.
2) For a person just learning PHP, it would be a good experience, depending on what your doing. If your doing something like what I'm doing that's graphically intensive, it'll be a good experience, but it'll take you forever to make a game. However, if your making something like Earth 2025 which is pretty much just text and text boxes only then its a good experience and you'll learn PHP well. How hard is it to make a wargame? It depends heavily on how much content you pack into it. The more spells (Phenomenons in my game) the longer it'll take to code.
3) Definally a rewarding experience for me, it taught me a lot more about javascript and how to have javascript communicate with PHP/MySQL and vice-versa.
4) Its on a test server right now, I prefer to keep that link a secret for now. I'll post the link on here once the game goes public.

Share this post


Link to post
Share on other sites
Quote:
Original post by Someone13
I just saw this and I had to chime in. I'm actually making a web-based real time strategy MMO right now, and its nearing completion. It should be online and playable in about a week or two. I used the following languages:
HTML
javascript
PHP
MySQL

Pretty much the only thing thats left on it are the graphics and icons. I'm still debating what to do with the source code when I'm done though. It's fairly lengthy though, about 400+ pages worth of code.

Oh, by the way. As far as I know, its unhackable. But don't quote me on that.

So if you need any help, just ask.

Someone13


Here's the project page of an open source project I started this week.
The aim is to create the engine core of a realtime strategy MMO game (e.g.: galaxywars, ogame ....). The engine core shall be implemented with stored procedures, thus I ll use a postgre sql database in the beginning and later port it to mysql, once they have finished and debugged their stored procedure implementation.
All the user has to do in the end is to add his units, technologies,... and wrap that into a webpage via php.


I could need some advice from you on what you need to get such a game running.
Open Massive Multiplayer Online Engine

Share this post


Link to post
Share on other sites
Quote:
Original post by Basiror

Here's the project page of an open source project I started this week.
The aim is to create the engine core of a realtime strategy MMO game (e.g.: galaxywars, ogame ....). The engine core shall be implemented with stored procedures, thus I ll use a postgre sql database in the beginning and later port it to mysql, once they have finished and debugged their stored procedure implementation.
All the user has to do in the end is to add his units, technologies,... and wrap that into a webpage via php.


I could need some advice from you on what you need to get such a game running.
Open Massive Multiplayer Online Engine


I was tempted to create something similar to what your talking about for my project. It would've been a lot easier if I did. First off, is the engine going to be graphical (ex: WarCraft 3) or text-based (ex: Earth 2025)?

In my game, it would have been helpful if all the units/research/buidlings/spells/etc were placed into seperate PHP files with functions that could be called on for various actions.

As for the database, you'll want to make that fairly flexible. Primarily for the differentiating resources. For example in my game there are four different resources gold, wood, steel, food. In other games there could only be two such as minerals and gas.

I don't know, thats some things off the top of my head. If you have any other questions, feel free to ask.

Share this post


Link to post
Share on other sites
Quote:
Original post by Someone13
1) 3 weeks so far (for coding), about one to two left (for graphics). I taught myself those languages years ago.
2) For a person just learning PHP, it would be a good experience, depending on what your doing. If your doing something like what I'm doing that's graphically intensive, it'll be a good experience, but it'll take you forever to make a game. However, if your making something like Earth 2025 which is pretty much just text and text boxes only then its a good experience and you'll learn PHP well. How hard is it to make a wargame? It depends heavily on how much content you pack into it. The more spells (Phenomenons in my game) the longer it'll take to code.
3) Definally a rewarding experience for me, it taught me a lot more about javascript and how to have javascript communicate with PHP/MySQL and vice-versa.
4) Its on a test server right now, I prefer to keep that link a secret for now. I'll post the link on here once the game goes public.


Thanks a lot! Its great to be able to speak to someone proficient in this field!

With regards to 2): I'm simply making a Utopia/Earth "clone" to learn PHP to start with. (then modify parts of the game to deviate from the basic model in the future) I hope this doesn't take me forever! Looking forward to your game~

Share this post


Link to post
Share on other sites
So who all would be interested in a site dedicated to web based multi player games. I saw the one listed on here, but it seems pretty dead. I used to use www.rpg-dev.net and I actually tried to get ownership of that site because the owner was no longer going to be doing anything with the site, but he gave it up to someone else and now the site seems lost.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By khawk
      Watch the latest from Unity.
       
    • By GytisDev
      Hello,
      without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles,  where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
      Thank you in advance.
    • By Ovicior
      Hey,
      So I'm currently working on a rogue-like top-down game that features melee combat. Getting basic weapon stats like power, weight, and range is not a problem. I am, however, having a problem with coming up with a flexible and dynamic system to allow me to quickly create unique effects for the weapons. I want to essentially create a sort of API that is called when appropriate and gives whatever information is necessary (For example, I could opt to use methods called OnPlayerHit() or IfPlayerBleeding() to implement behavior for each weapon). The issue is, I've never actually made a system as flexible as this.
      My current idea is to make a base abstract weapon class, and then have calls to all the methods when appropriate in there (OnPlayerHit() would be called whenever the player's health is subtracted from, for example). This would involve creating a sub-class for every weapon type and overriding each method to make sure the behavior works appropriately. This does not feel very efficient or clean at all. I was thinking of using interfaces to allow for the implementation of whatever "event" is needed (such as having an interface for OnPlayerAttack(), which would force the creation of a method that is called whenever the player attacks something).
       
      Here's a couple unique weapon ideas I have:
      Explosion sword: Create explosion in attack direction.
      Cold sword: Chance to freeze enemies when they are hit.
      Electric sword: On attack, electricity chains damage to nearby enemies.
       
      I'm basically trying to create a sort of API that'll allow me to easily inherit from a base weapon class and add additional behaviors somehow. One thing to know is that I'm on Unity, and swapping the weapon object's weapon component whenever the weapon changes is not at all a good idea. I need some way to contain all this varying data in one Unity component that can contain a Weapon field to hold all this data. Any ideas?
       
      I'm currently considering having a WeaponController class that can contain a Weapon class, which calls all the methods I use to create unique effects in the weapon (Such as OnPlayerAttack()) when appropriate.
    • By Vu Chi Thien
      Hi fellow game devs,
      First, I would like to apologize for the wall of text.
      As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha). 
      Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far:
      - The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring.
      - When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock.
      - There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD:
      speedDiff = leftWheelSpeed - rightWheelSpeed; //torque to differential input shaft. //first treat the diff as an open diff with equal torque to both wheels inputTorque = gearBoxTorque * 0.5f; //then modify torque to each wheel based on wheel speed difference //the difference in torque depends on speed difference, throttleInput (on/off power) //amount of locking force wanted at different amount of speed difference, //and preload force //torque to left wheel leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput); //torque to right wheel rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput); I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher  torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me.
      Also I have a few questions:
      - In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state?
      - Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel?
      - Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2?
      Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.
  • Advertisement