3 ms·
Design question: are the players click-to-move because that improves performance compared to, say, following the cursor at all times? Compare this with agar.io,
by flashman 8y ago
Design question: are the players click-to-move because that improves performance compared to, say, following the cursor at all times? Compare this with agar.io, where the player is always moving towards the cursor.
Well done on this game. I assume I'm playing on American servers but as an Australian this hasn't caused me many issues.
- BSTRhino 8y agoIt's not for performance reasons actually, in fact it is already sending every single mouse move to the server because there is a certain spell (Acolyte Beam) that tries to follow your cursor and needs this information. I did some user testing with following the cursor at all times and people didn't seem to like it. I think the difference between this and agar.io is its quite common to want to be aiming and moving in two different directions, so the mouse click gives more control. On this topic, one interesting thing which came up in testing was how important it was for the Acolyte to "move through the spells". Initially movement was a spell, and so if you cast another spell, it would stop movement. The game was very stuttered. When I separated out the code for movement from spellcasting, the Acolytes started moving fluidly and the game was much better :). As for the servers - there are three servers - in Australia, US and EU - so you're playing local. I'm from New Zealand, and US lag was unbearable for the reaction time required for this game. Google Cloud Platform is awesome in that it automatically connects you to your closest server :).