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parzivalt
searching Neon…
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by
parzivalt
5mo ago
I started with the game mechanics and game design principles first. Needed to refactor that somewhere the last few days and it’s painful to do this „midflight“. Iteration on UIUX is fine but iteration on game dynamics needs to be done caref
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parzivalt
5mo ago
Not that I know. Maybe Cloudflare experiences an issue in your local region? At this moment the workers are serving a few hundreds request from all over the world.
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parzivalt
5mo ago
Welcome!
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parzivalt
5mo ago
Sorry to read that you had a bad sign-up experience. Did a confirmation email arrive by now? I will look into the glitch with German in that particular screen.
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by
parzivalt
5mo ago
durable objects: Most important is the Ocean logic for me. The source Island immedtiatley dispatches ships (fire and forget) and registers the fleet in the Ocean. When the alarm is triggered, the battle takes place within this single DO con
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by
parzivalt
5mo ago
nukezone i don't know - what made it stick for you? another one for me was OPW (Operation Weltherrschaft).
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by
parzivalt
5mo ago
no worries at all, didn't read it as criticism. fair correction too, DOs do both, i just leaned alarms-first for this use case. appreciate you keeping the thread accurate.
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by
parzivalt
5mo ago
nice. honestly the test isn't the first session - it's the 5 minutes tomorrow morning when you check what happened overnight. that's where the genre lives. some alliances are already prepping excel templates and mapping the o
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parzivalt
5mo ago
funny side note: this started as me nerding around with Cloudflare's stack on vacation, just seeing what was possible. been a 1.1.1.1 WARP fanboy from day one. didn't intend to ship a game. showed an early version to a few friends
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parzivalt
5mo ago
go for it, give it a try! ;-). it's designed for once-a-day check-ins though, not minute-by-minute refreshing. buildings are fast in the beginning and take real time later to upgrade. more like working in a garden than playing a game.
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by
parzivalt
5mo ago
yeah, for the game tick i went the other way though. alarms fire on schedule, resources calculated on-read from timestamps. a player can close the tab for 8 hours and the world still moves correctly when they come back, without holding any
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parzivalt
5mo ago
that matches what i'm seeing - people want both. fast feedback loops in the first hour and stuff that still pulls them back three weeks later. hardest part is making the slow stuff feel like it matters before they've invested the
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parzivalt
5mo ago
fixed and deployed. missing translation key on the english locale was hiding the checkbox label. thanks both for narrowing it down so fast.
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parzivalt
5mo ago
good question. it's not real-time - actions resolve over hours.... request rate per active player is single digits per minute, often zero. DO alarms handle the time-based stuff (fleet arrivals, combat resolution, resource ticks) so the
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parzivalt
5mo ago
Oh well, that should not be the case! Thanks for highlighting that! On it to fix it.
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parzivalt
5mo ago
Did anyone here actually played Inselkampf, OGame or Travian back then? If you have recommendation or the one and only feature you still remember.
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Show HN: I rebuilt a 2000s browser strategy game on Cloudflare's edge
(kampfinsel.com)
38 points
by
parzivalt
5mo ago
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33 comments