Just a quick update on progress. Following some trials of the 0.1 alpha, I have refocused the game on full internet multiplayer, rather than LAN-only multiplayer. This involved a lot of refactoring. I have also (for now) removed the use of smartphones as controllers, and I have replaced websockets with UDP networking – this is important if the game is to run well on the public internet.
Features implemented in the past 2 weeks:
– master/lobby server running on a Linux box at psychicsoftware.com
– nodejs-based gameserver, also running on the Linux server, with game instances spawned on request by the master server
– scrolling map which can be up to about 5000×4000 pixels in total size
– login/game startup/choice of options/lobby chat
– gameplay includes players, zombies, bullets, re-spawning and a basic scoring system
I am also planning to have game sessions hostable by players (rather than only on my server) – I’m looking into NAT-punching in order to get that working from behind players’ routers. These game sessions will be able to use any maps that the players have designed in the game’s map-designer component, or that they have downloaded from the (planned) online maps respository.
Dammit, we need a picture. Here’s a picture!
.. and there’s a new Facebook page if you’re that way inclined: