Chaotic OSHW/FOSS dev/artist
Masto: https://mastodon.technology/@houkimenator

  • 6 Posts
  • 15 Comments
Joined 3 years ago
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Cake day: October 14th, 2021

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  • Gamejolt has a so called Fireside for gamers to stream to each other, and I planned to redesign it for peertube-like or actual peertube streaming.
    A sort of a virtual family TV place with players deciding who will stream next.

    Yes, art jams and art assets are an absolute must. I also think there should be a possibility for devs to indicate that they need help with art or artists to indicate that they are available for help games. And that this needs to be right on the front page.


  • Atheneum looks cool, they are currently too tied to flatpaks though. One could have a special place on the game page for flatpacks, but then one could just upload a game directly to flathub. I can try to make cute slots for package repos links though so that devs are properly encouraged.

    The thing with itch and other store games is that they are supposed to be portable and run from the folder.
    So, maybe it is also about atheneum supporting portable games.

    lib.reviews looks alright. They will need to federate though. so that reviews are auto-applied to game pages.


  • Firebase here was used to store user client settings.
    I disabled this (It is using defaults) and also deleted this from package deps.

    The value of the game being stored on the server is that games are usually big (100+ mb) and for example git forges tend to have strict limits on file size. Unlike with peertube though, the headcount of games is way smaller than the count of videos, so largish uploads at game stores are totally ok, and also torrenting might be unnecessary, at least at first.

    It is also used to count downloads. This sort of harmless analytics i plan to reenable in the future. Views and downloads. Maybe browser plays.
    It is everything i use on itch, and it should be enough for gamedevs to roughly measure interest. It will also be used if there will be payments eventually, or at least download tokens that you purchase from the dev manually.
    The scheme with manual download tokens can be wider than just monetary payments. It can also be about promotion or even code contributions (not neccessariy to the same game! A dev can just say: Contribute to Godot in a nontrivial way and i will give you a token).
    Or just manual handout of the game to people the dev knows/decides to give access. Like with follow requests on masto.
    I believe that sort of schemes could be especially popular with LGBTQA+ communitites, just as locked accounts are.

    I do however think that it might be benefitial to separate the services of storage and jamming, if only just to allow parallel evolution. It can be done on protocol level so that for example gamejolt like servers can federate with more lightweight jam servers.







  • Imo it is more important whether the site can work with no js and no cookies than it being officially foss.

    If you can throw js out of the window - the amount of bad stuff that can happen is drastically reduced. And what you can already see in the html source of the page is literally what you get.

    And yes, there is such amount of websites (incl foss ones) and making them is so easy that maybe the constructive benefit to the humanity of opensourcing a particular one is minimal.
    At least unless it is literally a thing that threatens the privacy of billions of people. But those are not going foss or js-optional any time soon.


  • Posting this here too.

    It seems like even purely realtime genres like MOBA can be federated!

    Base layer: Players have usual fedi-like accounts and social interactons.
    On top of that, federated matchmaking (according to skill levels).

    BUT each individual battle is held on some single server (no matter how chosen).
    Each individual battle can be implemented in at least 2 ways:

    Classic

    There is a server, and it hands out temporary tokens for the match to each participating player via federation.
    Players use them to connect and to be recognized by the server.
    Server records the results for the federation.

    P2P mesh

    Godot has webrtc-based abilities for p2p mesh multiplayer. In this case, federation coordinates the mesh bootstrapping process and records the match results. Most probably by being a ‘server peer’, see godot docs on th topic. Or by just trusting the participants on th results (some primitive consensus?)

    However, if the results are not needed, then federation involvement ends when the mesh is established. Kudos to https://mastodon.technology/@lucasfs7 for coming up with the idea of federated mobas and for long discussions at https://matrix.to/#/#fedijam:m.wfr.moe





  • One of the other ideas i had is that even many realtime games have some game mech that is not completely realtime. Think events like raids and traders in Rimworld and Dwarf Fortress, think belts in Factorio, and especially cargo rockets (in both Factorio and Rimworld).

    Think jumpgates in X universe and other similar games (when used by npc’s).

    Even if one cannot for some reason connect realtime to another server, one can still send a sort of package or even an autonomous agent to it, like people send probes to the outer space where the signal latency is high.
    The logic of such agents might be predefined/configurable like with Rimworld raiders, or even scriptable (constrained by the game logic).