[Part 2] Making an Online Game with Ruby

A lot has gone on with ROG since I originally posted about it:

  • Multiple rooms
  • Dungeon generator
  • Started work on a minimap
  • Tons of bug fixes

Thus far creating ROG has been a really fun experience! It’s been a little harder in some areas than I expected, and coding certain things using a client-server model can be a little awkward sometimes (though I’m hoping I’ll be able to create some nice abstractions to make this all much easier).

At this moment in time, the game is technically playable! There aren’t any quests or the ability to do PvP or PvE, but you can race to the end of the dungeon!

Ok, so maybe that’s not what you’re looking for in a dungeon crawler… But with each bit of code, it gets closer to a playable state.

My choice of using an http server has worked better than I expected! It’s really convenient to be able to check certain values and debug things from inside your favorite browser! I expect that it’s a little slower than using a “real” game server, but so far it hasn’t been a problem.

That said, I think my game might be running a little slower on windows… Something makes me believe that http could be to blame, though it may very well be ruby or rubygame or SDL or something else I haven’t thought of. The slowdown isn’t too significant, but it’s something that needs to be looked into.

To check out the source and grab your own copy of ROG, head on over to http://github.com/tylerc/rog

If you have any comments or if there are things you’d like to hear about, please leave a comment below!


~ by Tyler Church on April 14, 2010.

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