— , well, it works ok, with Socket.IO, but ill change most of it, when the official multiplayer comes out.
Jayjay thanks :)
— , it doesnt matter if youre a grumpy guy from the internet or a nice guy. Everything that matters is teh feedback :)
And hell, that is some, youve posted there, thanks for it, ill glady answer everything, send me a PM with your skype/steam name, you seem to have some great points, and i surely would love to discuss the game a bit more with you ;)
Performance & Compatibility.
The game is big, and uses much graphical performance due to the high resolution. I only use WebGL effect for the flags (wave).
65% (Based on Steam Hardware Survey) uses a gpu that can run the game with 60fps. Since an A10-(somethinghere) runs the game smoothly with 60fps and only a few dropdowns, when using snow/rain (2000+ sprites).
Im sure it can be optimised further, and every build im looking at where a possibility is. Im also working on implementing some kind of lower-performance-costs mode, it sets resolution to HD ready. Uses 50% less performance. Ill look into tweaking particles with that mode(Low Quality/High quality already included).
And well, i could tweak the game (if im slicing the map into many, many pieces) to use less than the told 110 Collision Polygons.
But currently: It runs perfect. 2-20% CPU performance costs from the physics. I will improve everything, but currently it runs smooth.
Note: im not using asm.js :)
Platform choice.
The game is too big for a normal browser too handle. It runs with ca. 40 fps in opera, so platforms like: Mobile Devices, Browser will not get the game. (I wont publish/optimise the game for it)
Limiting the platform, maybe decrease the playerbase, but i more likely want a Good Looking, Good Running game, rather then an not good loooking, not good running, piece-of-chunk. :)
Im not saying i wont make games for these platforms, but SoW isnt inteded to be such a game, and i dont want it to pretend to be, what it isnt.
Description & Story.
You got some good ideas, i would love talking some more about it with you (skype/steam/somethingelse).
Development goals.
Same as the above ;)
Multiplayer.
I wrote a Socket.IO tutorial, and thats what im primarily using, it hast most/best functions of all Multiplayer Plugins Currently available.
The game works o.k. with it, but not good. So i've chosen, to work on features/balancing while waiting for the official plugin to come out.
Then ill use Socket.IO as a Matchmaking server, that way i dont use a high-performance server, and WebRTC for the actual game handling.