At the time of this writing, we’ve got 5 games: Checkers, Chess, Four-in-a-Row, Reversi and WordBase.
Features:
- Each ‘room’ has a unique url - share it via email, Facebook, Twitter, Google chat, or text message, it makes no difference to us. There’s no need to coordinate navigation to the same server, just to play a game. Just share the url.
- Play anonymously- you can play on our site without registering. If you want to, you can register to keep track of your records, get alerts when it’s your turn or something else interesting happens in your games.
- Real time updates. When your opponent makes a move / chats, you’ll see it right away without refreshing.
- Come back to your game later. If you register for an account, you can resume your game from a different device. Play from your phone, desktop, tablet, whatever. If you don't register, this doesn't work - we can't keep track of your games if we don't know who you are.
- No plugins required. BreakBase works on HTML5 / Javascript. No Flash / Java needed.
- WordBase supports up to 4 players.
- Get smart notifications via email or Twitter, and via the browser. Registered accounts only.
The stack:
- Main web app built on Pylons.
- Our Comet/push layer is built using Node.js, as the glue between ZeroMQ and Socket.io.
- We use MongoDB because it’s web scale.
The future: These are being actively worked on, and will be released in the near future:
- Planning more games. Currently considering Backgammon, War strategy games, or card games. Open (and eager) to suggestions
- Challenges. Challenge someone to a game directly from their profile.
- Mobile support. As of right now, you can make moves on Android / iOS devices by just going to breakbase.com in the browser, but we’d obviously like to provide a tailored experience for smaller screens.
What would it take to get you to use this on a regular basis?
However, if you add the ability to find other players on the site/play a random person, as has been suggested here, I think you may find that accounts being optional is a downside. Some people will make one move then leave, or just play very slowly and poorly. An account system where you can see stats on someone's past games helps avoid that un-fun situation.
The game I would most like to see you add is Hex. https://en.wikipedia.org/wiki/Hex_%28board_game%29 Maybe Dots and Boxes would be nice too as a casual game that can be played quickly, but has a bit of depth.
Yes, anonymous accounts poses many challenges to things like that. Chances are, if/when we implement random opponents, you'll have to be registered (and your opponent would have to be registered as well).
Why couldn't I just email myself a URL in the same way I was invited to a particular game in the first place? It might have to be a different URL (if you wanted to use the same invite for multiple players).
Maybe accounts are better overall, I don't know, the above just made them sound more required than they seem to me to be.
We track anonymous accounts through the browser session. You can play many games all with the same account, and you'll have a dashboard where you can flip between games just like registered accounts. We don't track your record, though.
However, if you close your browser (eliminating your session), your account becomes a dead end.
You couldn't just use the same URL because it will be a new session, and thus create a new account, which won't be the same account as the existing one (and thus, won't be able to make moves as the original account).
So, you'll be able to play games, but we won't be able to keep track of your games over different devices (specifically, different sessions).
and if you don't mind me asking, are you planning on monetizing it? there doesn't seem to be ads anywhere I've been
To answer about monetization, we have loose ideas. I'm really against pop up ads and awkward experiences that most sites tend to have around this. I've toyed with ideas such as premium accounts, or something like old Pandora that used to show one, integrated ad for the entire page.
Mostly though, we're waiting to see how people use the site. It's impossible to monetize something when you don't understand how people use it.
http://breakbase.com/<game_id>/<opponent_1_id>/
http://breakbase.com/<game_id>/<opponent_2_id>/
Also, are you using any pre-existing game engines, or did you write them from scratch?Would love to see diplomacy on there.
We actually have something like that semi-implemented. They're called 'recall links', and they allow people to generate unique urls per game (secret) that allow a new session to take over an existing anonymous session.
If there's enough call for it, I'll finish out the implementation and launch it asap.
Also - I wrote all the engines from scratch.
It would complicate the sharing a little, because as the initiator of the game, you shouldn't know what the other players' unique URL is. You'd need a workflow like this:
You create new game:
Game URL: http://breakbase.com/<game_id>
Your URL: http://breakbase.com/<game_id>/<your_unique_id>
You send the game URL to your friend. If there are available spaces, it creates a unique URL for them the first time they access the game: You send them: http://breakbase.com/<game_id>
They're redirected to their unique URL: http://breakbase.com/<game_id>/<their_unique_id>
That way you haven't shared the unique ids with each other.Copyright does not protect the idea for a game, its name or title, or the method or methods for playing it. Nor does copyright protect any idea, system, method, device, or trademark material involved in developing, merchandising, or playing a game. Once a game has been made public, nothing in the copyright law prevents others from developing another game based on similar principles. Copyright protects only the particular manner of an author’s expression in literary, artistic, or musical form.
And didn't stop the Tetris Company from taking down Mino: http://www.wired.com/gamelife/2012/06/wireduk-tetris-clone/
IMO this is why Zynga's Words With Friends has a different board, different point values and different bonus squares...
Also, in chess, you can only move pieces that have available moves. For instance, if your knight is pinned, you'll be unable to move it.
If this continues, please let me know!
All fixed now and will be deployed soon.
Are there any more details you can provide so that I can start to debug this?
Edit: we've confirmed the bug. We're looking into a fix now. Thanks for the report.
I would like to be able to play Spanish words without the game disallowing them (I think letter frequencies and scores in Spanish Scrabble are not very different from the English version). I'd love a "don't check words against a dictionary" option :)
Actually I've been thinking that multiplayer online games (e.g. card games) could allow players to enforce rules themselves. For Scrabble there could be a "object word" button, for instance. It would even allow players to cheat, when not getting caught. It would also be easier to implement .