My server can't handle all the traffic, guess it's an opportunity to show that the game doesn't need a central authority to keep working.
I created another relayer and ssh node on 85.214.130.204, you can either ssh to this machine `ssh 85.214.130.204 -p 3788` (but the relaying won't work as it tries to connect to the old server), or start your local client with the flag `rebels -i 85.214.130.204` to specify the alternative relayer node ip address.
Thanks! I agree, I really need to write a wiki or something. The problem is that this game started as a basketball managerial game and then got completely derailed as I kept implementing whatever I thought was cool at the moment.
I think there are mainly 3 themes to play for:
- Basketball: assemble the best possible team. Basically try to acquire as much money as possible to hire the best free agents;
- Money: just try to get as rich as possible, using the market and in the future your asteroids;
- Space adventure: get the best possible spaceship (more options will be available in future releases) and have fun in the spaceshooter game you can access from your team pane (button 'Space adventure').
I tried to combine and summarize these 3 themes by having a reputation score assigned to your team, which can increase based on all 3 conditions. In the Swarm pane there is a Top Ranking window where the best crews are listed.
Basically users can interact by playing basketball games against each other or by trading players. This sort of interactions are handled with something similar to a TCP handshake, since we must ensure that we end up with a consistent state at the end (e.g. players are traded consistently).
Because of this, it is not easy to have 'real-time' interactions: for example, when challenging each other, players only agree on the initial conditions of the game, which then is simulated independently (and deterministically) on both clients.
Please not an animated gif. These easily end up weighing more than 10MB, while a similar mp4 can be 500KB. You just need to use an encoding all browsers support.
I suppose it depends on how full color the terminal output is, and how well the GIF is encoded.
I think you're probably correct for this case you can get something smaller.
Nevertheless, the movie has sound, which a GIF (AFAIK) can only do if part of a e.g. an html page...and now you have non-standard browsers to deal with vs just using an mp4.
That link works, thanks :) I had tried a couple links earlier and they hadn't. Does that song say "dogboy"?
But seeing your video makes me realize the colors are messed up in my terminal and don't look near as nice as your video. Maybe a theme or something I have is messing it up... will muck more.
I just built rebels and tried "vhs record" and played the tape and the results weren't good. Even just a couple curated screenshots could communicate a lot there on the README, especially for a game.
At the beginning of the match, a match ID is created. Randomness is then seeded from this ID and every random event is determined consistently. If you want, a game could be completely simulated just based on the initial ID.
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