It's event based so analog movement should be compressed, which means headshot FPS are not the target audience. But it works fine with action games that take scalability into concern.
I'm curious how hard people find it to adopt. I'm guessing I need to deliver a good and open game on top of it to see adoption.
Yes, there is a logical error contained in "open core". The incentives are just not aligned properly, so stuff like opaque build systems does not really surprise me.
I love this, it’s like the purest form of a game: just the rules and a way to access them. Large multiplayer games are already as much communities as they are games, so why not let the community build the UI they want?
Besides, we’re already trending toward turning everything into an API, either explicitly or (with AI) implicitly, so why not get a head start?
I both lost so many hours to this game and lost my love of gaming playing this haha
At a point it clicked that I was just sinking hours into a game loop that didn't benefit me in any real way... and that thought managed to carry over to all games from then on :(
Great game though if you don't have an existential crisis during it
Happy to see something I made showing up in the comments! I do still maintain Exo, but it doesn’t have all of the features I would have liked to build (like automation) built-in. Maybe someday, or for SpaceTraders v2. Cheers!
Yeah, that one is rock solid. But this shows one of the benefits of the API-based approach: I'm trying to set up auto-trading in this client (https://tradecommander.dotefekts.net) while the other one would be more useful for manual flights
That one is interesting, though it's extremely fragile. Constantly throwing unhandled exceptions, not updating ship status and failing commands, breaking automation.
Something that isn't clear to me is whether game state changes on its own between requests. Would taking a few minutes to hand craft a command have different results than if a script generated the same command instantly based on the last response?
I had the same question about how to handle game time / game ticks. My guess is the game runs on a universal game time in some turn-based manner like Civ, but how that's handled really affects how the game is played. Couldn't find any documentation on that
I think this is handled by the travel time logic (or mining timeout). It just prevents any other actions on the entity while the timeout is in effect. When the timeout expires the entity is magically in the new location. If you need locations in between you interpolate based on time already traveled.
The game does model supply and demand, though, so eventually the ore supply would become depleted and the markets will start offering lower prices for your mined material. So possibly not yes!
Personally, when I'm in the mindset of playing that game, I can't help but come back to my bot every 30 minutes to see if it's performing well. When I see that it's doing something strange, I take notes and can't stop thinking about possible solutions.
When I'm not in the mood to play (i.e. analyze the bot or program more functionality), it does indeed sit there, but to me, that's no different than any other multiplayer game. :)
I do think that it takes a certain kind of leaderboard-chasing person to stay glued to it, though.
People love "numbers go up" games. There's a fair amount of additional complexity, but the sell isn't immersion, it's optimization ("how do I make the number go up faster?").
I'd played so many games in this way in my younger days, and learned a ton in the process. Off the top of my head, I got my sisters banned from Neopets for doing this, and dominated my friends in that Google Maps Monopoly game. Also, ruined Star Wars Galaxies for myself to the point where I got bored and quit.
Anyways, interesting to have a game where EVERYONE is playing it via API / code. Not sure if it's as fun when it's allowed, but still a cool idea.
Feels like a combination of Snow Crash and Accelerando:
scripts/bots/people get information and then upload it to a global database. If someone ends up using that information, you get credits for being the source.
For folks finding this, as of time of writing, most Clients out there are using V1 of the API, which is not compatible with the current V2.
Thats why you cant login to v1 clients with the v2 token you get from following the quickstart. Join the discord to see what people are cooking up for v2!
So I made a very scalable MMO protocol: https://github.com/tinspin/fuse
It's event based so analog movement should be compressed, which means headshot FPS are not the target audience. But it works fine with action games that take scalability into concern.
I'm curious how hard people find it to adopt. I'm guessing I need to deliver a good and open game on top of it to see adoption.