Multiplayer Zombie Garden Adventure by goffmog

[raw]
made by goffmog for LD20 (COMPO)
Aaarrghrghrghrgr! That was a nightmare.

It's a game about stealing jewels from a garden maze full of zombies.

all instructions can be found on the game's index page.

**Please contact me if you get a message about the server being down!!!**

This is a game designed for multiple players on 2 teams - It should run in any web browser that supports the HTML5 canvas element.... HOWEVER *USE CHROME* for best results as the networking will be smoother than any other browser.

I don't quite know where to begin describing the process of developing this game. Suffice to say I did something more complicated (by the networking) than I should have. The shooring mechanics are buggy and the graphics are barely more than placeholders but it was a rush at end to get some actual game mechanics in.

On the birght side, as an excercise in writing a multiplayer tcp server and client this was more successfull than I expected. Especially when leveraging web sockets in chrome. The speed is awesome considering it's HTML and people are used to this tech having a latency of a couple of seconds, nevermind 16ms!!.

If you're looking for the theme, it's the idea that you should take some team-mates into the middle of the maze with you, since you can't fight off the zombies on your own when carrying a jewel.

Ratings

Coolness 0% 243
Overall 2.48 213
Audio 1.64 218
Community 2.75 129
Fun 2.29 215
Graphics 2.00 261
Humor 2.19 180
Innovation 3.19 107
Theme 2.40 195

Feedback

ratking
02. May 2011 · 02:58 UTC
I really like the idea, even though it lacks a little bit feedback (e.g., didn't know if I hit a zombie or not).
mattdev
02. May 2011 · 15:08 UTC
Really cool idea. Like ratking said, could use some feedback, and perhaps a visual bullet that gets shot. Would be great if you expanded it with more weapons/items/etc.

Nice work!
jsmars
02. May 2011 · 16:05 UTC
really neat that you made a multiplayer game!
zzorn
02. May 2011 · 16:13 UTC
Multiplayer was a nice tough, although there wasn't anyone else playing when I tried it out. The shooting was hard to see, and it seemed like the zombies were pretty hard to kill (I guess that was the point of backup though). Didn't work in firefox 3, ok in chrome.
Endurion
03. May 2011 · 15:53 UTC
Can't fairly vote, pressing play doesn't seem to do anything (there is an alert in the code, but that didn't seem to fire). Used IE9 on Windows 7.
Dark Acre Jack
03. May 2011 · 22:22 UTC
Well, kudos for making a multiplayer HTML5!

Grats on clearing the LD48
Gobo
04. May 2011 · 02:22 UTC
It seems you spent your time on the networking and not on the actual game.
Little Angel
04. May 2011 · 13:37 UTC
Could be fun with enough players. The map seemed too large, but not-unexpectedly, I was alone. I found that as I moved within the maze, I slowly left the center of the screen, which made me feel claustrophobic (not in a good way) if I was going in the direction where the sightlines were limited. Could use weapon/bullet animation.
Hamumu
04. May 2011 · 15:03 UTC
Pressing play did nothing for me either (Firefox).
🎤 goffmog
04. May 2011 · 16:34 UTC
Thanks everyone who tried this out so far! I haven't been replying and haven't made a post mortem post either only because I've had some more serious things to deal with IRL since almost the instant that I finished the compo.

A few things I will quickly reply to now:

The original intent was for game to be a bit like multiplayer Gauntlet, I simply ran out of time to have Gauntlet style projectile weapons.

Shooting was the very last thing I coded. There are 3 issues with the zombie shooting mechanic. Firstly the zombies bunch up to the extent that what looks like 1 zombie is often a stack of zombies. Secondly, the real position of the zombie on the server is not the position to use to determine if it's been shot (the client is trusted because it was quicker to code it that way) and thirdly the check to see if a zombie has been shot depends on what tile both the player and zombie are in. Which is a problem since this is determined by the sprite hotspots and not by bounding rectangles.

I spent about 40% of the time writing the networking code and about 40% writing the essential drawing, animation, pathfinding and collision code. less than 20% was spent on proper game coding and graphics... Loking forward to the next Ludum by which time I will have proper base code, as this is the tech I think I want to use.

Finally, I think the firefox issue is related to firebug. I developed the game in firefox and there is an awful lot of stuff output to the firebug console. I'm not sure what happens when firebug isn't installed/enabled but chrome clearly ignores it.

Thanks again guys.
arielsan
05. May 2011 · 14:07 UTC
Couldn't play it, server is down :(

I will try it later.
Winterblood
05. May 2011 · 20:39 UTC
Server down for me too...
🎤 goffmog
06. May 2011 · 21:27 UTC
Sorry about the server, it died due to lack of socket exception handling in the code that sends chat messages to all players, for whatever reason it tried to send a message to a player who wasn't connected anymore and crashed :(
arielsan
10. May 2011 · 13:16 UTC
Server down again :(
matthias_zarzecki
12. May 2011 · 16:50 UTC
"Unfortunately, so do ZOMBIES" <- great

Also, servers. Neat.