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onemandevteam

201 karma · joined June 26, 2024

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onemandevteam··on Ask HN: Who is hiring? (July 2025)
Application says its taken down
onemandevteam··on Show HN: I got laid off from Meta and created a minor hit on Steam
Congratulations! I've been working on a browser-based MMORPG inspired by OSRS (https://news.reconquer.online/)

What method did you use to reach out to streamers for sponsorship? Was it through email or through some other platform?

onemandevteam··on My daughter (7 years old) used HTML to make a website
Yes, game dev and developing software for personal projects. Corporate world is insufferable.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
It's been pretty stable today since I fixed my email service.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Not much compared to just about any completed game, but hopefully the framework is there.

You can talk to NPC's and do all their quests/tasks/riddles etc and do the goblin boss fight and quest. There is a lever-door puzzle in the basement of the chef's house.

You can fish, cook, mine, smelt, smith, woodcut, farm, and craft different items. There are some special abilities you can unlock. To me at least, the fun is just choosing your own adventure and discovering things as you go.

You do have to get used to right clicking on things to see if you can interact with them.

onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Thank you for the offer on the short notice! I ended up getting verified with the other service and am happy to enter have a little stability now. I will check out mailpace though!
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Chick and egg problem with email providers. Prove you're not spam by having actual customers, then we'll allow you to send more than 100 emails.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Just switched to an actual transactional email service so it might actually work for a bit. (oops, still need to get verified to send more than 100...)
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
We need more "fun" places on the internet. It feels so dreary and manufactured most of the time.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Turned out to be my email service blocking me for "suspicious activity". Error logs weren't helpful for some reason. I didn't realize my server would crash if it couldn't do an initial connection to the email server.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Root cause of the issues: Trying to connect to an SMTP service to send OTP's that began to block me after "suspicious activity".
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Decided to disable email in code and try again. Not too optimistic but we'll see. Signups will fail, logins might still work if everything is cached.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Giving up for today. I think I reached a SMTP email limit and that's causing failures elsewhere related to TCP connections. I'll look into it tomorrow. Thank you for all the feedback!

There were 5000+ successful logins! I think I need a better SMTP email provider and a way to make sure a failure doesn't crash everything else.

onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Adrenaline rush from firefighting. Just changed some TCP settings. Let's see how she does now.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Thank you!

I think, like you said, a good strategy will be to keep it fun and hobby-like as long as possible. I can definitely see the business-side of it sucking all my time and energy.

I think doing some educational materials will be a worthwhile way to market and gain interest. Community building with something like a Discord server will also help. Competing as a business with something like Jagex is 100x harder than just making a good game.

onemandevteam··on Show HN: I built an indie, browser-based MMORPG
That's above my paygrade I think. All my logic is rule based at the 600ms tick level. If you pick a berry, each tick take one step closer, then do a pick animation, then add the berry to your inventory and remove it from the bush. The client is responsible for tweening between those ticks. It might be a whole different thing to try physics/fine movements etc.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Do you have any suggestions? Your game seemed very popular. Anything you wished you had focused more on?
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Nice job with Genfanad! That looked like a really neat game. I don't have a good plan for profitability other than try to keep my expenses as low as possible and see if I can find some way to scrape by in a year or two.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Sorry about that. I think it's back up. I'm wondering if it hit a TCP limit for the cloud provider or something. My first commit was 15 months ago, but I spent some time doing 3d modeling before that, and lots of other failed projects that were somewhat related before that.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Strange. Both servers at the system level stopped accepting TCP packets. It might've been my cloud provider trying to mitigate an attack. I guess I shouldn'tve killed the server. Putting it back up now.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Looks like there is some sort of DOS attack =(
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
It definitely is. Although I think their development decisions have been really bad and so there's openings for competition.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Yeah, one odd mechanic is that other players can block you. Since everyone spawns at the same point, it's possible some people are getting boxed in.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
It's definitely not bang your head against a wall frustrating. Just a lot of different things to do to make it work.

People have said mobile works but I honestly haven't tried it yet. All my devices are too old to work with webgl.

onemandevteam··on Show HN: I built an indie, browser-based MMORPG
It's a very self directed game play. You explore the world, defeat monsters, fight other players, solve puzzles, and complete quests. Some people might focus on leveling up skills, others might just want to do the quests. You can talk to other players or team up to defeat monsters. It's similar in principle to OSRS or Runescape Classic.

My plan is to develop content for the next year or so, make sure it's pretty stable, and then see what happens from there. There could be a membership option that unlocks more of the world or more playtime or something. I figure I need to make an actually good game though first before I think about monetizing it.

onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Spread the load and go to world 2: https://alpha.reconquer.online/#w2
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Thank you. I'll add a todo item to add a webgl detector and error handling
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
That's neat. So far I just am dealing with potentially bad latency with different smoothing and delaying operations. I can't really afford dropped packets anyway I think for real time-style performance that would be great though.
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
Strange. I'm running it okay in FF. Any other info you can share?
onemandevteam··on Show HN: I built an indie, browser-based MMORPG
It hasn't been so far. I can always write C++ plugins to nodejs on the server. The most intensive code is the part where I calculate deltas each tick. Eventually that could be optimized. For now, the calculations for each tick are taking an average of 1.2ms, which is good for having a 600ms tick time. Client side performance is fine with low poly graphics.
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