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CAP THAT FLAG

A fast-paced multiplayer capture that flag game written in JavaScript.

Specifications

A high level overview of the game structure:

Server

  • Built on-top of ExpressJS and Primus.io (http://express.io, http://primus.io)
  • Authoritative server (does all computations)
  • Must be able to handle events from up to 100 clients
  • Attaches to client events; emits and broadcasts events to clients
  • Single point of configuration (configuration sent to clients)
  • Runs custom physics

Client

  • Built on-top of the Phaser framework (http://phaser.io)
  • Renders the game state in real time (doesn't wait for a response from the server)
  • Emits events to the server and attaches to server events
  • Renders tile-based maps build in using Tiled (http://www.mapeditor.org/)
  • Uses Grunt and Browserify to build the client

Entities

  • Final entity class that can be initialized from JSON data through a factory
  • Functionality added with various components (both server and client)
  • Attributes stored under a single property
  • Can be serialize to JSON for network communication

Gameplay

  • Fast-paced CTF
  • Easy to play and quick to learn
  • Short games that players can join at any point
  • Four teams that players join automatically
  • Emphasizes team play over solo play
  • Multiplayer with support for a lot of players

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A fast-paced multiplayer capture the flag game written in JavaScript.

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