GMTK2022 Post Mortem
This year, i actually achieved a lot. I have successfully finished setting up my IO tech stack:
- phaser3 front end
- socket. io backend
- box2d physics
- smooth typescript-webpack-esmodule dev experience
Still got time (and motivation) to squeeze in the core mechanics in order to call it a game, plus just enough UI to tell it is a dice game.
Always wanted a complete stack for socket.io dev experience, each time i gave up backend in order to finish the game, so i technically had a few old code to boost my progress.
This time i actually finished integrating the authoritative server!
It has a by-player sync queue that i didn't use, and the frontend stores synchtonized data and did extra steps to hopefully smoothen the lag!
My server has secure-webaocket support, with some SSL hard work configuring that to work!
Well, in terms of GMTK, i most likely will get very horrible score, but it's life
In terms of the game, i still need to make a logarithmic progression curve, coz the player just grows so fast.
End note: the engine is still missing a network play component: Deterministic game state simulation.
The game now ships with game state synchronization, with player velocity synced as well as relying on unstable Date.now() to predict server state. These will be ironed out in the next reincarnation of this engine.
(During the jam, i experienced 2 Death-defies when i almost wanted to give up. I am lucky i finished the game in the end)
Dice-IO
An IO game where you throw dice to fight
Status | Prototype |
Author | vicksonzero |
Genre | Survival |
Tags | Deck Building, Dice, io, Multiplayer |
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