At a point it clicked that I was just sinking hours into a game loop that didn't benefit me in any real way... and that thought managed to carry over to all games from then on :(
Great game though if you don't have an existential crisis during it
If anyone wants to revisit the days of olde - https://www.telnet.org/htm/places.htm
So I made a very scalable MMO protocol: https://github.com/tinspin/fuse
It's event based so analog movement should be compressed, which means headshot FPS are not the target audience. But it works fine with action games that take scalability into concern.
I'm curious how hard people find it to adopt. I'm guessing I need to deliver a good and open game on top of it to see adoption.
I have not pushed it though because I'm making my own 3D engine to go with the backend: http://talk.binarytask.com/task?id=5959519327505901449
That said, I think it's the only way forward.
Both the tech and the license needs openness.
Unfortunately open-source means free forever, while "source available" got the backseat and allows money to be involved.
Not explicitly but indirectly through "you can just download and compile it yourself" for "free".
This is also an incentive to make build systems opaque, another trend I have noticed.
Eventually compiling something will take weeks and months to setup. XD
Have been switching between system and standard for the S, standard is kinda pretentious as it needs adoption, but you gotta stay positive.
We used to play this together in the same LAN, it’s pretty similar to SpaceTraders.
Wouldn't players just mine ore via a cron job and forget about the game? It seems like a "make numbers go up" type of game without any immersion.
Personally, when I'm in the mindset of playing that game, I can't help but come back to my bot every 30 minutes to see if it's performing well. When I see that it's doing something strange, I take notes and can't stop thinking about possible solutions.
When I'm not in the mood to play (i.e. analyze the bot or program more functionality), it does indeed sit there, but to me, that's no different than any other multiplayer game. :)
I do think that it takes a certain kind of leaderboard-chasing person to stay glued to it, though.
I wonder if it's the API being completely overloaded or the clients being terrible.
scripts/bots/people get information and then upload it to a global database. If someone ends up using that information, you get credits for being the source.
Besides, we’re already trending toward turning everything into an API, either explicitly or (with AI) implicitly, so why not get a head start?
Anyways, interesting to have a game where EVERYONE is playing it via API / code. Not sure if it's as fun when it's allowed, but still a cool idea.
Thats why you cant login to v1 clients with the v2 token you get from following the quickstart. Join the discord to see what people are cooking up for v2!