The server runs at ~100 FPS, but things like worker updates and attacks happen at a 1.5 second interval. Only the changes (like walking a step, collecting a resource) are sent to the client(s). There is no client side prediction. There is no specific aiming on targets like in FPS games, just need the opponent id, so don't really need to do that Team Fortress thing.
- Not WebGL, there are just some "canvas" draw functions.
- Source is not public currently.
- Just jQuery
- Game is desktop only, based on 32x32 sprites, there is an option to scale though if you are on a high resolution display.
it's very nice, I enjoy the tutorial and love the fact there is both PvE and PvP optionally. Very well thought out game so far, hope it gets more depth later as in more things to build, train etc.
I assumed it is your hobby project, with that in mind I wonder what is it like working on a project like that for multiple years. Specifically how to retain motivation and dedication.
I have posted this here before, but it was a couple of years ago and the game has evolved a bit since.
If anyone of you still use IRC, welcome to #moneygame on QuakeNet!
Basically the game is a business simulation, where you operate your companies ranging from resource production to construction and banking. There is a "The Exchange" where you can trade floating currencies, goods and public companies.
Used to run an online game, where lots of fraud was going on. People would buy ingame coins or whatever, move them elsewhere and then chargeback. Full protection at just 0.4% would have been a dream for me if I still operated that game.
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The General X companies won't be increasing jobs available anymore, so the wage market will be freed up. Other than that the market shouldn't be manipulated in any negative way, or would you disagree with that?
Tbh it's not really "fully" player-driven, there's still the magical government aspect in the game that sucks out money at one part and spits it out in another.