About what? The game itself is mildly interesting as some sort of blockchain mega-Risk variant, but without any sort of story about how you came up with the idea, or how you coded it, or a link to your source code, or etc etc etc this seems primarily meaningless/irrelevant here at Hacker News. I see your comment asking us to propose questions that you answer — but where are your own stories, that aren't just replies to the prompts you want us to present you with?
> You agree not to[:] reverse engineer or attempt to extract protected service logic except where the law clearly permits it
Talk about failing to understand your target audience.
One of the main challenges has been making the map simulation work for hundreds of simultaneous players without the server becoming a bottleneck.
Most interactions are event-driven and the map state updates incrementally, which keeps things manageable even when many borders are shifting at once.
I've successfully tested this with 4096^2 maps and 1024 players and in those tests framerates were stable at 144 FPS, with the server ticking steadily at the standard 10 TPS.
It is built on Rust and Bevy. I'm happy to answer any questions.
It's cool, I love this kind of multiplayer online game that you can play just by opening your browser, it makes me feel like I'm back in my childhood, and since I entered junior high school, I've only played mobile games or Steam
I tried a custom game. Received constant errors in the bottom right. Couldn't work out where/who I was. I could right-click and offer alliances to factions, but there was no response at any point. Couldn't work out how to do anything. (Firefox/macOS)
But why? What would change compared to 12 players on a huge map? Do you just want to conquer a large number of your neighbors and then still get to compete against other mega-empires?
When playing civ on 12 player maps, I still mostly interact only with the 3-4 that I directly compete with at any given time. I imagine that wouldn't really change with 100 people.
The sliders don't respond well, like the server is authoritative but the client isn't properly predicting where the slider will be.
I'm playing on a 144Hz monitor, but the game is struggling to hit over 80 FPS.
I keep getting errors which display in the bottom right of the screen, such as "tick" (tick failed, ZeroInvestment) errors and WebSocket receive errors.
I started a custom game and "things" are just happening super quickly. All I can seemingly do is right click some stuff and do some actions.
There is almost no feedback on the few actions you can do. Nothing much to observe. I don't even know where "I" am on the map.
Sorry but this isn't a game yet. There's no compelling core gameplay loop, too little explanation, and wayyyy too many bugs.
Not to be overly dismissive, but this feels like a plastic satire of a war game. Additonally, most civvy wargames tend to be based on the Avalon Hill Civilization boardgame from back in the day (which also influenced Sid Meier's Civilization), which imo peaked with Civ 4 (Civ 7 and Humankind I think is based on "History of the World").
I'd recommend reading some US Navy [0][1][2], Marines [3], and NATO [4] literature on how to better create tactical and grand strategy war games.
Lots of wargaming and intel analyst vets ended up in the boardgame publishing world.
About what? The game itself is mildly interesting as some sort of blockchain mega-Risk variant, but without any sort of story about how you came up with the idea, or how you coded it, or a link to your source code, or etc etc etc this seems primarily meaningless/irrelevant here at Hacker News. I see your comment asking us to propose questions that you answer — but where are your own stories, that aren't just replies to the prompts you want us to present you with?
> You agree not to[:] reverse engineer or attempt to extract protected service logic except where the law clearly permits it
Talk about failing to understand your target audience.
Most interactions are event-driven and the map state updates incrementally, which keeps things manageable even when many borders are shifting at once.
I've successfully tested this with 4096^2 maps and 1024 players and in those tests framerates were stable at 144 FPS, with the server ticking steadily at the standard 10 TPS.
It is built on Rust and Bevy. I'm happy to answer any questions.
[1] https://m.youtube.com/watch?v=ckqSFbwplvY
Can't enter a game, kicks me out of queue.
a Civ 7...
where you can play with 100 people, in a way that's playable, somehow.
Yea, not really thought out but if anyone could make it awesome, it'd be them and I'd love to beta/alpha test it.
If any Civ 7 dev is reading this, my email is in my profile.
(yea I know, a crazy long shot, lol :') I'm doing it for the hype)
When playing civ on 12 player maps, I still mostly interact only with the 3-4 that I directly compete with at any given time. I imagine that wouldn't really change with 100 people.
https://openfront.io/
It's fine if it's just a fan-clone, but you really need to be explicit about where the idea (and code) came from if that's what you've done.
I'm playing on a 144Hz monitor, but the game is struggling to hit over 80 FPS.
I keep getting errors which display in the bottom right of the screen, such as "tick" (tick failed, ZeroInvestment) errors and WebSocket receive errors.
I started a custom game and "things" are just happening super quickly. All I can seemingly do is right click some stuff and do some actions.
There is almost no feedback on the few actions you can do. Nothing much to observe. I don't even know where "I" am on the map.
Sorry but this isn't a game yet. There's no compelling core gameplay loop, too little explanation, and wayyyy too many bugs.
Maybe that experience can be improved.
I'd recommend reading some US Navy [0][1][2], Marines [3], and NATO [4] literature on how to better create tactical and grand strategy war games.
Lots of wargaming and intel analyst vets ended up in the boardgame publishing world.
[0] - https://apps.dtic.mil/sti/pdfs/AD1001766.pdf
[1] - https://www.history.navy.mil/content/dam/nhhc/research/publi...
[2] - https://www.cna.org/reports/2004/Transforming-Naval-Wargamin...
[3] - https://www.usmcu.edu/Portals/218/Forging%20Wargamers_web.pd...
[4] - https://paxsims.wordpress.com/wp-content/uploads/2023/09/nat...