4 ms·
Ahhh Subspace. I break that out every once in a while as a game that was perfectly designed for it's constraints. 200-400 player real-time battles all over a 28
by vvanders 9y ago
Ahhh Subspace. I break that out every once in a while as a game that was perfectly designed for it's constraints. 200-400 player real-time battles all over a 28.8 modem, truly a work of art.
I think the community took over it at some point and it's still kicking around somewhere.
- stcredzero 9y agoAhhh Subspace. I break that out every once in a while as a game that was perfectly designed for it's constraints. Oh yeah! Subspace! Its successor is on Steam. The original implementation suffered greatly because it had a client-trusting architecture, and it was subject to endless cheating. http://store.steampowered.com/app/352700/Subspace_Continuum/ http://store.steampowered.com/app/352700/Subspace_Continuum/ I'm explicitly not trying to be Subspace. I actually can't support (to my high standards) the kind of real-time Subspace was trying for. (I can't guarantee your angular orientation is what you think it is down to 1/60th of a second.) My eventual goal is to try to implement a Space MMO, sort of like a 2D arcade space Eve Online. Also: https://www.youtube.com/watch?v=E3DPalL7p5w https://www.youtube.com/watch?v=E3DPalL7p5w
- IshKebab 9y agoAre you sure it isn't still client-based? Continuum was protocol-compatible with Subspace so was also client-based (and was released when dialup was still popular so it had to be). This Steam version doesn't really look like they have rewritten it (why would they?), so I suspect it is still client-based unless you have any evidence to the contrary.