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Not sure why is that. Can you provide more details or try again?


I've added a "How To Play" button now before you start the game, and have polished up those error paths. Now they should be much less common and displayed more nicely.


Well, the purpose of this initial post was to just let people know it exists. I agree that those topics could be interesting and I might write them up in a blog.

The game doesn't really force any blockchain usage on you, but it will be optional in the future to play matches where you can win money.

Also, those terms were more or less vibed into existence so bear with me as I refine them into something solid in the near future.

Thank you for the feedback.


It should work on every browser that supports WebGL and SharedArrayBuffer. That should include Edge on Linux, but I'm not sure.


Yeah, I know. Probably something I did on my end.


Hey, thank you for all these details, I really appreciate it!

I also use a 144Hz monitor and the framerate is often rock solid at the top. The problem is with browsers and battery powered devices. Chrome often locks up the game at 30, 60, or 120 FPS randomly, on battery or AC. I still haven't figured that one out.

I'm fixing some of those errors up right now. The problem is that I don't have a regular play testing base and for some players that do play it they're based relatively close to the server. I assume many issues reported here are from the US based folks, and I'm in Europe.

Thanks once again, I'll use this to improve it!


Sorry, that can definitely be improved. And is probably best to remove it until the game attracts some regular players for the queue to make sense. Will do.


Yes it's Bevy, with a custom backend game loop/simulation.


The idea definitely came from openfront and territorial, I've played both. But this codebase has nothing to do with them, it was built from scratch.


Thanks for the reply. I also saw some other replies stating much of the same thing. I apologize that I didn't give you more benefit of the doubt. To get a bit personal for a second: I've been having a rough go of things job-wise. There have been a lot of issues trying to find work with how competitive the job market has become with mass layoffs & the overuse of LLMs in everything. The few outlets that I've have had to try and escape those concerns have also been facing a lot of controversies with LLM-related content, too. It just feels like there's no real escape from a very negative mindset, and I chalked your project up to being "Yet another thing to be mad over." It was stupid of me.

To clarify: I was pretty torn when I had seen the video of your project; I hadn't played a round because of the queue. I was sitting there and thinking, "Well, if you have the idea of spreading between areas over a top-down static map, and you want any kind of modern weaponry in it...how do you not end up looking like OpenFront or some variation of 4x games?" I think the answer is essentially that...you don't. It's just kind of how it ends up looking.

I think I was a little bit more suspicious of your project in particular because the UI layout looks/looked exceptionally close to OpenFront's. But again, it's kind of a standard expectation thing. "Where should we put chat? Well, probably off to one side. Where do you put notifications? In that same area, I guess?" Etc. There's a natural progression of similarities.

Basically, I was wavering a bit, but jumped the gun because I was angry about things that had nothing to do with you or your work. I am sorry about that! I hope your project does well.


Yeah it's heavily inspired by openfront and territorial, I've played both. My goal for this was to see how far I can push it in terms of player count and map sizes.


This is a WIP version, and custom game seems to work for many players. I would've really appreciated if you told me how it didn't work so I can fix it.


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