~/talk

MMOWAM: Build Server-less Games with a DSN

Talkat NodePDX 2016 · 2016-06-19..06-21· [game-development, pwa]
links:none on file
slides:none on file

Builds a browser-only MMOWAM (Massively Multiplayer Online Whack‑A‑Mole) using a PubNub DSN as the network, a shared dashboard plus phone clients, and no server-side code. Games spin up with random color-flavor-animal channel names (easy to type or QR scan), players get a persistent sessionStorage UID, and the dashboard publishes a pseudo-random seed broadcast so every client generates the identical mole sequence. Demo runs with live joins, presence/state syncing, minor UI bugs, and practical limits around ~10,000 players per channel.

AI-written summary · about

  1. 0:00Intro
  2. 0:22Concept
  3. 1:38Speaker Notes
  4. 4:55Building the Game
  5. 6:17Advantages and Disadvantages
  6. 7:21Channel Names
  7. 8:48Joining a Channel
  8. 9:29URL
  9. 9:45QR Code
  10. 10:13Dashboard
  11. 10:45Casual
  12. 12:16Player State
  13. 13:07Presence
  14. 14:17Game Sync
  15. 15:01Random Seed
  16. 19:39Display
  17. 20:28Music
  18. 20:41Future Work
  19. 21:19Tetris
  20. 21:49JOSH
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