What it does
- It's just a simple game
- Anyone can go to this link and join
How I built it
- Node and Express JS - Web framework boilerplate
- P5 JS - graphics framework
- Socket io - To implement multiplayer
Challenges I ran into
- Handling collisions between two separate clients
- The sword swing mechanics needed lots of tweaking to get just right
Features:
- Homebuilt physics (no engine used)
- Homebuilt collision detection/handling
- Navigable world (with moving camera)
- Multiplayer
- Client predicts what other players' next actions will be (decresing sutter)
- Arrow which points to nearest enemy
- Bar for both health and your sword's velocity
- Sounds
- Environment (simple trees)
- Damage is proportional to velocity of sword upon contact
Accomplishments that I'm proud of
- The multiplayer is functional (but not perfect)
- The client predicts what other players' next actions will be (decresing sutter)
- Collision detection across multiple clients functions
- Implementing my own physics, no engine used
- Everything interaction in the world is physics based
What I learned
- The issues and nuances of real-time multiplayer games
Controls / Instructions
- W, A, S, and D controls player movement
- Mouse cursor controls sword
- your sword tries to line up with your cursor, use this to swing!
- Health Bar (in green)
- Sword Velocity bar (in blue)
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