I'm working on a collection of networked games, around the central theme of a lockstep deterministic network model with 'delay frames' (between acting directly on user input and progressing actual shared network state).
You can try this here: https://locksteparcade.com/Client
Games included in the arcade, currently:
- Neon Swarm, a take on the classic lemmings game, with multiplayer versus and coop modes
- Serpents, a snake game (where you eat food, grow a tail and need to avoid this growing tail), with inertial movement and multiplayer
- Spirits, an homage to N++, where you work together to get someone to the exit, while avoiding enemies, figuring out how to open doors, and so on
- Pilots, a multiplayer asteroids battle with homing missiles
Each game solves the network delay problem (the problem of providing immediate feedback to user input and hiding the fact that actual changes to shared state are delayed) differently, and it has been very interesting to work through a bunch of different approaches to this.
If anyone else here is working on multiplayer network games, I'm very interested in setting up a regular "play each other's games" session.
The idea is that regularly playing with other game developers will help develop a kind of 'scene' (where you get a group of people together who make work in public but really aimed at each other, pushing and unblocking one another to become bolder and better at an accelerating rate, as described here: https://www.henrikkarlsson.xyz/p/scene-creation-engines ).
If you are interested, let me know!
You can try this here: https://locksteparcade.com/Client
Games included in the arcade, currently:
- Neon Swarm, a take on the classic lemmings game, with multiplayer versus and coop modes
- Serpents, a snake game (where you eat food, grow a tail and need to avoid this growing tail), with inertial movement and multiplayer
- Spirits, an homage to N++, where you work together to get someone to the exit, while avoiding enemies, figuring out how to open doors, and so on
- Pilots, a multiplayer asteroids battle with homing missiles
Each game solves the network delay problem (the problem of providing immediate feedback to user input and hiding the fact that actual changes to shared state are delayed) differently, and it has been very interesting to work through a bunch of different approaches to this.
If anyone else here is working on multiplayer network games, I'm very interested in setting up a regular "play each other's games" session.
The idea is that regularly playing with other game developers will help develop a kind of 'scene' (where you get a group of people together who make work in public but really aimed at each other, pushing and unblocking one another to become bolder and better at an accelerating rate, as described here: https://www.henrikkarlsson.xyz/p/scene-creation-engines ).
If you are interested, let me know!