My motivation is the following: I love games, I'm more into
card and board games (Magic the gathering, settlers of catan, ticket
to ride, citadels, caylus, tigris: the eurogames in general) than
computer games, though. I love programming.
I love playing turn based online games, cause I don't have 2 hours to play
a real time game. So I started my personal project of building a web to play all
those games the way I would like (well, I'd rather play them face to face, but
currently don't have the time to do that :-).
I don't have the motivation of making profit with a site like this. In
fact, I think that if I ever finish something,
I will have a real issue of placing it online, for the reason that
hosting, bandwith, etc all cost money.
I also think it's difficult to do live through donations, or in a
model like mine, to make people pay.
In this thread I've read about playchess, which seems to have a
premium account where your games are rated, etc.
and that could be a good idea, because people love to see rankings and
how they fare against each other...
Also, in my case, several people have mentioned possible legal issues
with taking an existing commercial game
and making an online version. So that's another thing to take into account.
Jesus.
···
On Mon, Mar 31, 2008 at 4:10 PM, Marc Heiler <shevegen@linuxmail.org> wrote:
> I don't see the point in creating a game that people won't pay money to play.
I guess the problem at hand here is not that people want to create a
game that is free, or where you have to pay (or pay for extras etc..)
,but rather what focus one sets for a game or creating one.
> > I don't see the point in creating a game that people won't pay money to play.
>
> I guess the problem at hand here is not that people want to create a
> game that is free, or where you have to pay (or pay for extras etc..)
> ,but rather what focus one sets for a game or creating one.
My motivation is the following: I love games, I'm more into
card and board games (Magic the gathering, settlers of catan, ticket
to ride, citadels, caylus, tigris: the eurogames in general) than
computer games, though. I love programming.
I love playing turn based online games, cause I don't have 2 hours to play
a real time game. So I started my personal project of building a web to play all
those games the way I would like (well, I'd rather play them face to face, but
currently don't have the time to do that :-).
One game that's been popular around here lately is Tactics Arena
tacticsarena.com - it's sort of like chess with some randomness thrown
in. It's done in flash, realtime, and pretty good example of a web
game I would think. It could be probably done with SVG + JS as well.
I don't have the motivation of making profit with a site like this. In
fact, I think that if I ever finish something,
I will have a real issue of placing it online, for the reason that
hosting, bandwith, etc all cost money.
Perhaps if you could make the framework so that multiple servers can
be set up in rotation people could host the thing from their DSL lines
or such. Still you need to set up the rotation, though.
Thanks
Michal
···
On 01/04/2008, Jesús Gabriel y Galán <jgabrielygalan@gmail.com> wrote:
On Mon, Mar 31, 2008 at 4:10 PM, Marc Heiler <shevegen@linuxmail.org> wrote:
Michal Suchanek wrote:
Perhaps if you could make the framework so that multiple servers can
be set up in rotation people could host the thing from their DSL lines
or such. Still you need to set up the rotation, though.
This could be tricky to set up... but I think you have a good idea here.
What about making a web-based multiplayer game that communicates
entierly peer to peer? That's how most of the fat client online games
work... the server let's meet and chat with people to set up a game
with. Once the game starts, each player's computer talks directly to the
other player's computers and not to the server.
Does anyone here know of this already being done in a Flash or Java
web-based game? I think it could be done, although it would probably be
difficult.
···
--
Posted via http://www.ruby-forum.com/\.
Seth Mccauley wrote:
Michal Suchanek wrote:
Perhaps if you could make the framework so that multiple servers can
be set up in rotation people could host the thing from their DSL lines
or such. Still you need to set up the rotation, though.
This could be tricky to set up... but I think you have a good idea here. What about making a web-based multiplayer game that communicates entierly peer to peer? That's how most of the fat client online games work... the server let's meet and chat with people to set up a game with. Once the game starts, each player's computer talks directly to the other player's computers and not to the server.
Connection peer to peer require installable software in the users machine .
Most of big games, set-up a server/like and open a port to listen to incoming connection .
Using flash/js to connect directly to another computer is impossible.
What we can do it that the server relay result and the game should send only few data or just updated actions.
Personally , I think that ruby should be used to code the logics of the game in a clean way! while flash/js will handle the user inputs!
Regards
Abdelkader Boudih
Michal Suchanek wrote:
>
> Perhaps if you could make the framework so that multiple servers can
> be set up in rotation people could host the thing from their DSL lines
> or such. Still you need to set up the rotation, though.
>
This could be tricky to set up... but I think you have a good idea here.
What about making a web-based multiplayer game that communicates
entierly peer to peer? That's how most of the fat client online games
work... the server let's meet and chat with people to set up a game
with. Once the game starts, each player's computer talks directly to the
other player's computers and not to the server.
That completely ruins the experience of web based games that can be
played easily at any time from any place with network connectivity
using only a web browser. For security reasons the browser scripts are
only allowed to connect to the server from which they were loaded. And
many people have firewalls or address translation that forbid p2p
connections entirely or make them very hard to set up.
Does anyone here know of this already being done in a Flash or Java
web-based game? I think it could be done, although it would probably be
difficult.
It could be done in Java because trusted Java applets can connect to
the network. Still the problems with setting up networking for p2p
apply to any language.
Thanks
Michal
···
On 02/04/2008, Seth Mccauley <mylogin4all@gmail.com> wrote: