a player-mutable HTML5 exploration game

Posted by (twitter: @seb_stamm)
October 6th, 2012 11:00 am

Hi guys,

Rialgar and I really enjoyed developing HTML5 games during the past LD compos, but we were curious what could be achieved with more time than just one weekend. So we gave us some months and developed an HTML5 MMO demo.

The terrain is generated procedurally by a Java server and transmitted via a WebSocket. The whole scenery is rendered by the awesome three.js library I also used for my last LD entry. The server takes care of client synchronization so you can see other players moving around. We also implemented a rudimentary combat system.

To make the world a little bit more interesting, we added an editor so that players can create own structures like houses or trees and add them to the world.

It’s not a complete MMO though as it is missing features like a level system, quests or dungeons, but we think it shows what HTML5 is capable of.

Play it here: http://shards-game.net (best played with Google chrome)

2 Responses to “a player-mutable HTML5 exploration game”

  1. panda says:

    Wow, a persistent 3D shared world! Amazing! This is a wonderful demo of what HTML5 can do, congratulations! I tried it with Firefox on my puny mac and I got a very low framerate: when I was jumping for example I’d see one frame on the ground, one frame in the air, and then another frame on the ground. Still, the concept is fantastic and I believe you when you say it’ll work better on a more recent computer. If I could make one suggestion: reducing the amount of text shown to a new user may make the game more approachable. You should keep it, in a help screen, but for the tutorial perhaps only list the keys and mention everyone plays in the same world? You may also think about whether the long EULA is necessary.

    • Fenmar says:

      Thanks for your feedback! We are very glad you liked it.

      Concerning the framerate: For some reasons it runs smoother on Chrome. But we already noticed that as the world gets more and more filled with objects, the framerate gets worse. I guess it’s inevitable.

      You are right about the texts thoguh. We wanted to give a little bit of technical insight as it is supposed to be a tech demo, but maybe we could have come up with a more elegant solution.

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