Build a 2D game with MUD and Phaser
summary
Builds a working 2D prototype using MUD and Phaser: a Phaser starter kit, a generated sprite atlas (Golem), and a MUD position table with int32 X/Y. Client-side systems render an infinite canvas by unrendering off-screen tiles and use an object pool and virtual tilemap for performance. Movement and combat are executed via on‑chain transactions; the keys-of-value index prevents overlapping spawns. Discusses procedural map strategies (Perlin noise lazy eval vs uploading full map) and shows the basic system actually working.
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chapters (14)
- 0:00Workshop introduction
- 1:28Phaser and MUD for 2D games
- 3:39Infinite scrolling with MUD
- 8:36Client-side systems setup
- 11:48Phaser object pools
- 14:42Player input handling
- 17:42Dynamic position updates
- 19:55Animated sprites
- 25:30Interactive map rendering
- 29:13Player movement
- 33:56Combat mechanics
- 41:42MUD entity systems
- 46:04Removing entities
- 47:12Q&A
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