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Showing results for tags 'morpg'.
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I'm looking to create a game that supports 500 players on a large map (let's say 5000 by 2500 tiles) . I want most of the map loaded at once. The game's goal is an intensive 2d open world combat game with a lot happening on the screen. Not so much with particle effects or bezier curves, but just a lot of moving objects. One thing I am worried about is how phaser controls UI elements. Is there a way to share the same set of elements with the same behavior, between multiple clients? Is there a preferred networking system/API that people use with phaser that can make use of things such as sticky bans with ease, and does a lot of the work for you? I want my interface to be large, and possibly scale-able. My goal would be a perfect fit to a 1366x768 screen, minus the title-bar, full-screen minus the taskbar. Is phaser going to have trouble rendering objects for a large interface with a lot of players? I'm trying to figure out how collisions work within phaser and, it's not compiling in my brain. I am used to setting the bounding region for an item and then having it interact with a few types of objects - Turfs, which, if their density = 1 , they are unable to overlap, otherwise they can, in which, collisions will be called if set - and Objects, which, same deal, only turfs are specifically set to the ground that the player walks on, and objects can be projectiles or both over/under fellow players.