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I made a game editor that supports 50+ concurrent players

Discussion in 'Game Development' started by m0dE, Aug 3, 2018.

  1. m0dE

    m0dE

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    Hey guys,

    I've been making wc3 custom maps since 2008. I eventually quit, due to the following reasons:
    - There is no easy way to monetize wc3 custom games
    - It only supports up to 12 players
    - wc3 players can play your game

    This is why I made modd.io, where you can make multiplayer games without having to worry about network programming or server hosting.
    Some of its features are:

    • Visual drop & drag scripting (No programming required).

    • Your game will support up to 50 concurrent players. No network programming required. We host & scale your servers for free.

    • Once your game is published, it'll be exposed to our existing 250,000 monthly users.

    • No download or monthly payment required. Games are made in browser from scratch.

    • you can start monetizing your games in minutes using ads or in-app purchases.

    • All games are made using HTML5, and it can be played in all modern browsers.

    Here are some of the games that have been made using my engine:
    braains.io (dev time: 10 days)
    escap.io (dev time: 2 days)
    clansmen.io (dev time: 3 days)

    Millions of players have already played my games, and I'm sure developers from this community can make better games than I can.

    I'd love to listen to you guys' feedback about this project, and lmk if you have any questions!

    Thank you

    m0dE
     
    Last edited: Aug 3, 2018
  2. GhostWolf

    GhostWolf

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    - mod wc3
    - complain wc3 players can play your map
    - ???

    Irony aside, this is a neat project.

    Some things I noticed very fast:
    1) You need client prediction. When you test your games I am assuming you have near 0 ping, but for me it's very janky and laggy.
    2) The trigger editor is TINY. At least on Firefox. It allows up to 7 lines of text to be shown, and considering your GUI-like-JSON has lots of new lines, it's not very easy to use. That being said, it's not clear to me from a quick glance if this is just a preview, or how the actual editor looks when you edit a game.
    3) The trigger editor also needs prediction. In fact, it's not clear to me why it's being synced in the first place. You'll generally have a "save", "build", "publish", or whatever option. Maybe an autosave every X seconds. But why sync every input in a local editor?
    4) Ads. You are offering in-game currency, but also force ads by trying to block people using ad blockers. Choose one or the other. Greed isn't a good sign.
    5) The physics are somewhat broken, allowing you sometimes to get stuck with near 0 speed also without colliding with anything. Not sure if it's actually the physics, or the networking.

    On a side note, wc3 supports 24 players nowadays. :p
     
    Last edited: Aug 4, 2018
  3. m0dE

    m0dE

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    Definitely some valid points here. Thanks, I appreciate it.

    Here's my response to your observations:
    1) We're at a verge of introducing client prediction using extrapolation. You'll see some improvement soon.
    2) I agree that the editor can look tiny. We're looking into ways to improve this.
    4) Ads and in-app monetization are out of necessity, but not out of greed. Running 100 server instances cost a lot of money (we are providing free game server hosting), and our ad & IAP revenue is very small.
    5) In which game did you experience this? Our physics should work fine.

    Thanks again!
     
  4. Daffa

    Daffa

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    Gonna mark this for later use.