thank you!
- using Mirror Networking Library w/ Websockets
- No tech challenges except for the super slooow build times lol
- Business mode Ads, Ad Rewards, and Virtual Currency to buy premium cosmetics
Curious, are the slow build times locally, your own CI or Unity Cloud Build? (If local/own builders may be some ways to dramatically lower the build times eg by managing the Library/ cache per-platform.)
Happy to help anyone with optimizing these approaches it's been a pain to figure out
In the most recent game I automated builds for the initial build took 1-3 hours, but subsequent builds with the Library/ folder cached took 5-10 minutes.
Are you switching platforms between builds locally? (like building one for web / server / pc / mac etc). Platform switching essentially blows away the cache, making it take the full build time each time. There was an asset years back that would create folders for each platform's Library/ cache and switch between them when you switched build platforms.
In CI (eg using https://game.ci) you can prefix build cache keys with the platform to manage that automatically.
Unity Cloud Build is in general slower/more flakey/sometimes has cache issues compared to DIY CI, but it should speed up after a successful first build as long as it caches the Library/ folder, and they do separate that out by build platform properly. (Worth checking each build config setting is set to cache that)
Nope not switching between platforms. I'm actually using ParrelSync that allows me to have 2 instances of Unity open working off same codebase. One instance is set to Server and other to WebGL platform. The purpose of it is mostly for faster multiplayer development & testing.
Server Builds are super quick, it's the Unity WebGL Client builds that take forever even if I have cache. Although I have not migrated to Unity 6 yet, that's actually next on my to-dos which I believe there are lots of improvements for WebGL builds there. So I'm hopeful for better dev experience there.
I never knew about game.ci seems like it could be very helpful! Going to check that out... thank you!!
I am curious, what are the best Ads, and Ads Rewards platform for the web?
Last time I dig into this I could not find anything on par with the offer for the mobile platforms.
I've used Google Ads in the past but they didn't have any Ad Rewards... then I transitioned to using AdinPlay (https://adinplay.com) which does support mobile and Ad Rewards.
Ahh I forgot to mention last time I worked with Google Ads was 2012 lol!! I'm pretty sure that didn't exist then... I never saw a Flash game with ad rewards at that time and never heard of it myself then.
Looks interesting. Some feedback on the trailer: I wouldn't waste the precious first 5 seconds on guys running at the camera, and your post says something about roguelite. Are there skill trees? Items/equipment? Shops? Different zones? I assume the characters running at the start represent classes but there's no way to tell. I'd showcase clips of what all the game has to offer, not just combat the whole time.
thanks for the feedback... regarding the roguelite elements. Eonfall features dynamic missions & enemy spawns, and permadeath. You are right, would be good to incorporate more of that within a future game trailer somehow. Thanks again.
Does it though? I thought this was a web-native engine written for WebGL/JS or wasm. But it's just an n+1th Unity project that got exported to the browser. There are (tens of) thousands like this on itch/Steam/mobile app store.
I don't see what's wrong with Unity or any other native engine that can export to WebGL via WASM. It's still building for the web none-the-less.
With tools like Unity you can focus more on the actual game development instead of building the tools for the game and then risk never releasing the game.
I think most people here celebrate the engineering effort that goes into the project, not the outcome. 'I built a car from nuts and bolts and drove it 500km' is much more impressive than 'I drove my car 500km', even though very likely the factory built car is better engineered.
Using an existing engine with an existing network library is not technically noteworthy.
The resulting game might be fun, polished, worth playing etc., but from a technology side, it's not interesting.
Couldn't get past the consent banner. I am not going to click on a thousand "legitimate interest" toggles just to watch a trailer (and most certainly not going to "accept all" just to remove the banner). No idea what the game is about as a result.
Thanks for feedback! Sadly yea the game may not run well on some older model laptops and anything with lower than mid-tier GPUs. We optimized as best we could to reach most hardware possible. We actually have servers globally, but depending on your region you will auto connect to servers closest to you.
thanks for sharing... actually pushing a new build to fix this shortly! it only happens when other players are in-game with the squads (friendly ai spawned) fixing sooon!!
Congrats on the launch! Looks like you can only play one game as a guest before getting stuck in a loop when hitting "play now" between "forgot to buy items?" and "you must be logged in to buy". I also wasn't sure which one was the base to defend once I'd wandered off.
I played one game without signing up for a quick tour. I played against one wave then quit. The game is good for a browser game there are server issues but I guess that will be fixed before public release. I was getting ping around 21.
Meta: why don't we have more games like this ? Browser and 5 second to load? I wouldn't mind even some ads (outdoors) in the virtual space. Why can't I drop into some "2015 AAA level" multiplayer game in 5 seconds in my browser, for a quick shooter?
You can certainly do it!! Ofcourse will take time and a commitment to learning but you'll get there. =)
You can always outsource some parts of development if you don't have the time to learn some parts as long as you got the money to invest it's possible.
It feels like the character continues walking for a second after letting go of a movement key, so it feels a little unresponsive from that. A bit of momentum is good but this is a little too long.
Also, my s.o. started talking to me so I started listening to her, and I got kicked after only about a minute, could you bump the idle kick to something like 5-10 minutes?
Additionally, I customized my character and hit play, and didn't realize I picked premium cosmetics until after I tried to play and got a message that I may have forgotten to buy the cosmetics. Maybe a clearer indicator on the item selection UI itself would help.
Lastly, could you add a public server host/join option, for people who just want to play with others who are online?
Besides that, it seems like you have a great foundation here, good character and enemy art and animation, and great sounds. Feels kind of like risk of rain 2, and that's a good thing.
Stuck in a join lobby error loop, but can't wait to try it out!
One thing i will say, I LOVE the color picker options. I cannot stand games who nickel and dime for basic ass colors and you have an entire color wheel for free so kudos!
ahhh shoot i think the next build pushing shortly should fix the error you saw!! and yea haha i can't stand that either charging people for dang colors.
It might be worthwhile to point this out explicitly on your home page for all the people checking it out on mobile. It wasn't inherently clear to me that I could play right now. Only found out it was playable by reading the comments here.
thanks for feedback... although I think you selected items that are premium items... some stuff can be purchased for cheap which all players get a starting credit of 200. Other more expensive stuff need credits for that. We gota pay the hosting cost somehow =)
No. There is no such button on my Firefox. Nor anything about who wrote this, what it is, or what it does. Lots of social media "invite" type things though.
Arc on OSX gives me a javascript alert() with a giant wasm stack trace about 2s after joining the match. Music continues to play but the graphics stop updating.
Edit: Chrome works fine on OSX, oddly enough. (M1 mbp)
Wonder if windows users are having trouble? Chrome on mac is infamously bad for OpenGL content
I just noticed that clicking on Terms of service link doesn't work and don't know where to find them to know what I am agreeing to. Maybe I do, and maybe I don't.
Found it on the Sign Up popup as I was investigating and thinking about playing. I will assume they are innocuous and that I don't intend on doing anyone any harm so I will just go ahead and see if it is something I like even.
Doesn't work. Perhaps too much hackernews traffic at the moment. Unable to Join! Connecting to New Server...
Joining, Please Standby...
Unable to Join! Connecting to New Server...
Yep. So much for "built for the web".
While I know that a lot of software is only tested on Chrome and Safari, I would expect different when marketing as being web-based.
> Please make it easy for users to try your thing out, preferably without having to sign up, get a confirmation email, and other such barriers. You'll get more feedback that way, plus HN users get ornery if you make them jump through hoops.https://news.ycombinator.com/item?id=22336638
> Off topic: blog posts, sign-up pages, newsletters, lists, and other reading material. Those can't be tried out, so can't be Show HNs. Make a regular submission instead.https://news.ycombinator.com/showhn.html
This looks very interesting but Show HNs need to be usable easily without making an account
It just isn't the case that you can't have a Show HN without signups - it's preferable for the friction-to-try be as low as possible but sometimes 'as low as possible' is, in the given context, still a fair bit of friction. Lots of Show HN's are in very early stages and unpolished, some use finicky/newish technologies, etc. If this particular one is too much of a hassle and you bounce off, that's fine but the suggestion the poster is breaking some sort of rule here is inaccurate.
You click "Play now" and you're in the game. That's less friction than most Show HNs. You’re misinterpreting the rules and being overly zealous for no reason.
Is the networking websockets or webrtc underneath?
Did you have tech challenges with the Unity side at all?
What's your business model?
Happy to help anyone with optimizing these approaches it's been a pain to figure out
Are you switching platforms between builds locally? (like building one for web / server / pc / mac etc). Platform switching essentially blows away the cache, making it take the full build time each time. There was an asset years back that would create folders for each platform's Library/ cache and switch between them when you switched build platforms.
In CI (eg using https://game.ci) you can prefix build cache keys with the platform to manage that automatically.
Unity Cloud Build is in general slower/more flakey/sometimes has cache issues compared to DIY CI, but it should speed up after a successful first build as long as it caches the Library/ folder, and they do separate that out by build platform properly. (Worth checking each build config setting is set to cache that)
Server Builds are super quick, it's the Unity WebGL Client builds that take forever even if I have cache. Although I have not migrated to Unity 6 yet, that's actually next on my to-dos which I believe there are lots of improvements for WebGL builds there. So I'm hopeful for better dev experience there.
I never knew about game.ci seems like it could be very helpful! Going to check that out... thank you!!
https://admob.google.com/home/resources/rewarded-ads-win-for...
Disclosure: I work at Google, but not in ads, and know very little about ads.
With tools like Unity you can focus more on the actual game development instead of building the tools for the game and then risk never releasing the game.
Using an existing engine with an existing network library is not technically noteworthy.
The resulting game might be fun, polished, worth playing etc., but from a technology side, it's not interesting.
Not the best onboarding experience, I must say...
https://youtu.be/i2gPwAsKxCE?si=lx_61nxRWf5kTPN_
Second time I tried, was able to load the game.
Sadly my 2012 Thinkpad is not able to keep up even on Low graphics (12 FPS) and looks like there's only a server in US, which meant 200+ Ping for me
Looks pretty cool tho. Good luck working on the rough edges!
Graphics setting did not appear to change anything.
High, medium, low - 5-8 frames per second. Started at 2-10, yet that may have just been log in delay.
Ping started at 600, eventually stabilized at 300.
Seems like an interesting idea, just seems like it needs a better computer than what I have.
As a noob, I did feel like I spent the majority of my time just running around trying to figure out what to do.
on Firefox with ublock origin the playbutton wasn't visible so I made an account first. Pretty slow fps not sure why + hard to figure out where to go.
This looks incredible.
You can always outsource some parts of development if you don't have the time to learn some parts as long as you got the money to invest it's possible.
Thanks for checking it out.
Using firefox on android and the play button was hidden, even when I flipped my phone (zfold).
Also, my s.o. started talking to me so I started listening to her, and I got kicked after only about a minute, could you bump the idle kick to something like 5-10 minutes?
Additionally, I customized my character and hit play, and didn't realize I picked premium cosmetics until after I tried to play and got a message that I may have forgotten to buy the cosmetics. Maybe a clearer indicator on the item selection UI itself would help.
Lastly, could you add a public server host/join option, for people who just want to play with others who are online?
Besides that, it seems like you have a great foundation here, good character and enemy art and animation, and great sounds. Feels kind of like risk of rain 2, and that's a good thing.
Do you have an announce list for the official release?
One thing i will say, I LOVE the color picker options. I cannot stand games who nickel and dime for basic ass colors and you have an entire color wheel for free so kudos!
Perhaps make it obvious via the UI that these are premium items when selecting them?
Should have dynamic resolution to maintain FPS.
Do you have any advice for anyone starting with a web first game?
Btw, the music is dope!
Arc on OSX gives me a javascript alert() with a giant wasm stack trace about 2s after joining the match. Music continues to play but the graphics stop updating.
Edit: Chrome works fine on OSX, oddly enough. (M1 mbp)
Wonder if windows users are having trouble? Chrome on mac is infamously bad for OpenGL content
I saw people jump and sound for a second then crashed, hope hes got some error logging on the server side
> Off topic: blog posts, sign-up pages, newsletters, lists, and other reading material. Those can't be tried out, so can't be Show HNs. Make a regular submission instead. https://news.ycombinator.com/showhn.html
This looks very interesting but Show HNs need to be usable easily without making an account
> HN users get ornery if you make them jump through hoops
Is in them
No corporate webpages, only anti-social media links to invite people.
No "FAQ", "About" etc links.
Not human friendly.