Hello fellow game developer π§ββοΈ!
I need less than 5 minutes of your precious time, feedback, and experience, to answer a few questions about multiplayer game development that will help me shape future projects. Survey is available at https://tally.so/r/w81Xr5 and requires no signup and no bs.
The Open-Source IO Shooter is an open-source multiplayer game in the browser (desktop or browser). It is meant to be hostable and playable by anyone. This is not an attempt at creating an outstanding gaming experience, but to create an easily understandable and modifiable multiplayer browser game.
Desktop version
Mobile version
Want to play right away? You can play the game by following (and sharing) this link https://tosios.online.
Rules
The game principles are fairly easy to grasp:
lobby
.game
starts, each player must take down others (either in death match, or team death match).potions
on the map that restore health.You can see a very small amount of gameplay below (the framerate of this GIF is low):
Movements
You can build this game yourself easily if you are experienced with modern javascript development or Docker.
The easiest way to run the game is to use the docker-compose.yml
file with the following command docker-compose up -d
.
The up
option will download the image if you don't have it yet and run the container.
The -d
option will run the container in the background.
You can also build the Docker image yourself:
docker build -t tosios .
docker run -d -p 3001:3001 [IMAGE_ID]
The -d
option will run the container in the background (recommended if you want to have access to your current terminal session).
The -p
option will let you choose on which port the container will listen (e.g. the first 3001
will make it accessible to http://localhost:3001), and on which internal port must the server listen (e.g. the second 3001
).
The [IMAGE_ID]
is easily discoverable by running docker images
in the terminal.
You can also build the game directly using yarn
(you cannot use npm install
as this repo is using the workspace
feature of Yarn):
yarn
.yarn build
.yarn serve
.Tips
If you want to play with friends at work or home, you can run
the following command to get your local network IP: ipconfig getifaddr en0
. You can then share the obtained IP and port(ex: http://192.168.1.10:3001).
To run the project in development:
yarn
.yarn build
yarn dev
.This project is a monorepo (with the help of Yarn workspaces). It contains the following packages:
client
- The frontend application using PIXI.js
and Colyseus.js
.server
- The authoritarive server running on NodeJS
, Express
and Colyseus
.common
- A collection of constants and methods shared amongst client
and server
.Anyone can create their own map to use in TOSIOS.
The maps available in TOSIOS have all been created thanks to Tiled Map Editor (TME). You must first download this software in order to start creating your own map. I also invite you to read some tutorial for an easier beginning.
The most important concepts to create a functional map are layers
and tilesets
(I invite you to open one of the existing map in TME to familiarize yourself with how maps are structured. It will make things 10x easier if you have a living example under your eyes).
Layers
A layer
is where your tiles are placed to form a map. You can combine multiple layers
on top of each other so that you can get a crate over a ground tile, or a spider web over a wall for example.
There are two reserved layers that should be present at all time (although not rendered):
collisions
: for the client and server to know where the player can move or not (ex: walls or pits), or shoot through (ex: pits or small rocks).spawners
: for the server to determine the starting position of a player.Other than that, you can add as many layers
as you want and they will be rendered by PIXI.js
in a WYSIWYG manner (order is maintained).
Although in the dungeon.png
spritesheet I use colored tiles to represent collisions
(red and blue) and spawners (green), you can use any tile you want as it won't be rendered anyway.
Tilesets
The tilesets
is where lie the splitted spritesheet and its collision, animated and spawner tiles.
When defining which tile will be used for collisions it is very important to set its type
field to either:
half
: a player
CAN'T go through, but a bullet
CAN go through.full
: a player
CAN'T go through, and a bullet
CAN'T go through.This can be done by selecting a tile in the tilesets editor, and entering its type
on the left pane.
If you want to add your map to the game:
/packages/client/src/images/maps/custom.png
/packages/client/src/images/maps/index.ts
, and add the following statements:import gigantic from "./gigantic.png";
import custom from "./custom.png"; // <- Add this line
export const SpriteSheets: { [key: string]: string } = {
"dungeon.png": dungeon,
"custom.png": custom, // <- Add this line
};
/packages/common/maps/custom.json
./packages/common/maps/index.ts
:// ...
import gigantic from "./gigantic.json";
import custom from "./custom.json"; // <- Add this line
export const List: { [key: string]: TMX.IMap } = {
gigantic,
custom, // <- Add this line
};
/packages/common/constants.ts
:// ...
export const MAPS_NAMES = ["gigantic", "custom"]; // <- Add this entry
// ...
This is not an exhaustive, nor final, features list but it will give you a good indication on what I am working on:
docker-compose
file.Thanks to @endel for his fabulous work on Colyseus that made this game possible.
Thanks to the PIXI.js team for their incredible library and up-to-date documentation.
Thanks to @pixel_poem for the art package he published on Itch.io which made this game looks cool instantly.
Thanks to @thorbjorn81 for the many years of work on the Tiled map editor.
This project is under the MIT license.
The major libraries and assets used in this project and their licenses: