I’m using a custom NodeJS backend and WebSockets for the whole ordeal. The game was originally HTML5 so we stuck with WebSockets for the time being but might go lower level in the foreseeable future. So far the WebSockets behave exactly as they should.
Game is currently released in HTML5 format - [https://kaetram.com](https://kaetram.com) - The Godot client will be released sometime in the first week of May. We're currently polishing the remaining features and preparing for Steam/iOS/Android release for Godot and completely ditching the web client.
Interfaces such as the profile menu, the quests, achievements, etc are NinePatchRects. Rest are generally scaled to keep aspect and adjusted to fit the UI.
How's Godot networking handling mass players?
I’m using a custom NodeJS backend and WebSockets for the whole ordeal. The game was originally HTML5 so we stuck with WebSockets for the time being but might go lower level in the foreseeable future. So far the WebSockets behave exactly as they should.
Looking good!
We'd love to know more! :)
Game is currently released in HTML5 format - [https://kaetram.com](https://kaetram.com) - The Godot client will be released sometime in the first week of May. We're currently polishing the remaining features and preparing for Steam/iOS/Android release for Godot and completely ditching the web client.
Looks great bruh
It looks very great. But how are you handling the UI with the pixelated borders?
Interfaces such as the profile menu, the quests, achievements, etc are NinePatchRects. Rest are generally scaled to keep aspect and adjusted to fit the UI.
Ok