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https://github.com/bonsaiden/nodegame-tactics
Massive (*cough*) RTS with Node and WebSocket.
https://github.com/bonsaiden/nodegame-tactics
Last synced: about 2 months ago
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Massive (*cough*) RTS with Node and WebSocket.
- Host: GitHub
- URL: https://github.com/bonsaiden/nodegame-tactics
- Owner: BonsaiDen
- License: mit
- Created: 2012-01-08T21:43:06.000Z (about 13 years ago)
- Default Branch: master
- Last Pushed: 2012-01-19T20:23:43.000Z (almost 13 years ago)
- Last Synced: 2024-04-14T19:35:54.612Z (9 months ago)
- Language: JavaScript
- Homepage:
- Size: 206 KB
- Stars: 5
- Watchers: 4
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
NodeGame: Tactics - A (soon to be) massive Space RTS... sort of..
=================================================================This is a work in progress space RTS with a stone/paper/scissor game mechanic,
using a Node.js server and WebSocket clients for realtime multiplayer experience.# Status
The project is in its early phase, currently most of the time goes into creating
a simple to use server/client architecture on which the actual game will then be
build upon.## Features for the base architecture
- ✓ Server that can handle multiple games / rooms
- ✓ Tick synced Server / Clients with synced RNG and time
- ✓ Joining / Leaving Games
- ✓ Sync Player / Client lists
- ✓ Simple Event System on Server and Client
- ✓ Map players to clients and the other way around on the client
- ✓ Login via Twitter OAuth
- Login UI
- Simple Chat
- (auto) Choosing of player colors
- Creating games with settings# The Game
There's a basic frontend demo avaiable in my [DropBox](http://dl.dropbox.com/u/2332843/tactics/index.html).
The final game will hopefully be nicely balanced an run on Desktop as well as
on iPhone and iPad.## Gameplay
Focus will be on managing the giant fleets and ship designs as well as some
kind of resources (hyperspace arrival time?).## Tech behind syncing a game with 200+ ships
Game logic will be shared between server and client and be based on a RNG which
is seeded by the server. Fly paths of ships are caluclated via a time based
interpolation, effects and everything else will also use the RNG.Of course, actual validation will be performed by the server.