This is really nice, the main benefit I see from using NodeJS is the ease of clustering.
You could sync all gameserver instances using a redis pub/sub or similar system.
If you ever opensource this project let me know, I'd like to contribute on my free time.
Thanks
, Yeah, I'm looking forward to trying out clustering. Been doing a lot of thinking the past few weeks.
I figure a Node.js server might be too slow to host 100's of players on one instance, but breaking the world up into smaller instances, could break up the load.
Thought of a few "smart" ways to load-balance as well.. for example if a particular instance gets crowded, the game could make it harder to enter the zone, and create various incentives to go to another zone.
Been experimenting with a focus on smarter game AI. It gets so repetitive/boring when the game logic follows a simple system like Tibia.. It would make things more interesting if the game engine adapted to player stats/actions.. with a bit of randomness too.
Been working on some interesting features like potion "withdrawal" (anti-effects after the effect wears off, intended to limit the abuse of boosting items), along with anti-withdrawal medicine that can help ease the anti-effects.
The build menu will soon have material requirements to build items, like wood/metal that has to be harvested, and sufficient skills in order to build things.
Also looking at some ways of adding "hallucinations" like fake creatures, false sprites, and illusions.
As far as open-sourcing goes, I am exploring the idea, and do want to allow others to contribute - but right now my focus is on allowing players to contribute artwork and building rather than code. This might change in the future, once I figure out a nice system of allocating payments to contributors. (I'd like to pay developers for their code, and keep is semi-open rather than fully-open).
Cheers,
boop