I Made a Fake Multiplayer .io Game

BadGameDev
15 Aug 202013:18
EducationalLearning
32 Likes 10 Comments

TLDRThe video details the creation of a fictional .io multiplayer game called combat.io. It goes through the process of developing basic mechanics, graphics, enemy AI, and features to make it seem multiplayer, like loading screens and customization. The goal is to trick the player into thinking they are competing against real people online, when in reality all enemies are bots. Additional features like booster effects, unlockable characters, and a scoring system are implemented. The developer considers releasing a mobile version given sufficient interest.

Takeaways
  • 😀 The video discusses the rise in popularity of .io multiplayer games that often use fake/bot players to simulate real multiplayer gameplay
  • 👥 These .io games create the illusion of multiplayer by using enemy AIs that move and attack like real players
  • 💡 The video creator wanted to make an .io game but didn't want to fake the multiplayer aspect
  • 🎮 The game idea is a beat 'em up where you upgrade weapons by getting knockouts
  • 🤖 The enemy AI system is inspired by the game Payblood to simulate real players
  • 🎨 The visual style and assets are borrowed from Payblood for simplicity
  • 🔧 Key .io game elements like loading screens, usernames and customization are added
  • ⚔️ The game has a simple combat system with weapons that upgrade based on knockouts
  • 😈 'Tryhard' and 'Hostile' enemy AIs are added to make the bots seem more human
  • 📱 The creator asks if viewers want a mobile version of the game to be made
Q & A
  • What is the main concept behind .io games?

    -.io games typically involve a simple gameplay mechanic, fake multiplayer, and the ability to easily join a game just by entering a username.

  • Why do .io games use fake multiplayer?

    -Fake multiplayer makes it easy for game developers to launch .io games without having to build complex networking and matchmaking systems. It gives the illusion of online multiplayer with minimal effort.

  • What was the initial game idea discussed in the script?

    -The initial idea was a beat 'em up style game where you upgrade your weapons based on the number of knockouts you get.

  • How did the game Payblood inspire the final game idea?

    -Payblood had a simple 1v1 combat system and art style that the video creator really liked. So those elements were incorporated into the final io game.

  • What are some key things added to make the game seem multiplayer?

    -A loading screen, join server button, username system, randomized enemy spawning, different colored enemies, and a leaderboard.

  • How does the combat system work?

    -When the player or enemy punches, a hitbox is created. If it collides with the other character, random damage is dealt based on set ranges.

  • What enemy AI types were added?

    -Tryhard enemies that are better at fighting, hostile enemies that attack each other, and noob enemies that don't do much.

  • What can coins be used for in the game?

    -Coins allow you to purchase starter weapons so you begin each match with an upgraded weapon.

  • How is Guy in Orange Gee different from default characters?

    -Guy in Orange Gee is slightly faster and starts with a powerful weapon. He provides more of a challenge.

  • What potential future plans for the game are mentioned?

    -The creator is thinking about adding more content, fixing things up, and releasing a mobile version.

Outlines
00:00
🕹️ Introducing Dot Io Games and Their Fake Multiplayer

The first paragraph introduces the rise in popularity of io games like agar.io and slither.io over the past few years. It explains the simple concept behind these addictive multiplayer games - just enter a username, connect to a server, and play a simple game. However, it reveals that the 'multiplayer' aspect is often faked, with players actually competing against bots rather than real people.

05:00
🛠️ Developing a Genuine Multiplayer io Game

The second paragraph discusses the author's motivations for creating their own multiplayer io game. They considered faking the multiplayer but felt that would be dishonest. They settled on a beat 'em up style game where you upgrade weapons through knockouts. They took inspiration from the combat system and graphics of the game Payblood.

10:01
👥 Adding Features to Make It Feel Multiplayer

The third paragraph covers the additional features the author added to make the game feel genuinely multiplayer. This included loading screens, a server join button, username system, varied enemy AIs, character customization, unlockable starter weapons, and a secret unlockable character. The author also explains limitations set on enemy spawning and quantities.

Mindmap
Keywords
💡dot io games
Dot io games refer to a genre of simple .io browser games that gained popularity in the 2010s, like Agar.io and Slither.io. They typically have basic graphics, simple game mechanics focused on multiplayer interactions, and names ending in .io. The video discusses how these games pioneered faking multiplayer interactions with bots to give the illusion of real online play. Examples from the script include the lines 'agar.io slither.io, whole dot io hundreds of games that, follow a pretty simple concept' and 'it needed to be easy to pick up and, learn it needed to be fun to play and it, needed to be addicting, so players keep coming back i wanted to, do a beat em up style game'.
💡fake multiplayer
Fake multiplayer refers to games that give the illusion of online multiplayer gameplay but actually have players competing against computer bots instead of real people. This is a common tactic in .io games to quickly populate servers without networking infrastructure. The video maker discusses how fake multiplayer is dishonest but simpler for indie developers. Examples include 'this has been a strategy used in many if, not, all dot io games making the player think, they're playing on a real server, against real people but in reality, they're just playing against bots'
💡combat mechanics
The combat mechanics are the rules and systems for how fighting encounters play out in the game. The video developer builds a simple combat system based on characters generating hitboxes when attacking. Better weapons increase damage dealt. Examples include 'whenever you would punch, a hitbox would be created for a split, second if this hitbox collides with the, enemy, it'll deal a random amount of damage, between a set range'.
💡artificial intelligence
Artificial intelligence refers to code that controls the behavior and logic of non-player characters like enemies. Since this is a fake multiplayer game, good AI is critical for enemies to seem human-controlled. The developer programs the enemies with states like moving toward or away from the player. Examples include 'i followed an enemy ai tutorial on, youtube but, i somehow accidentally made a first, person shooter so, reworking it from scratch with my own, few additions, this should work'.
💡game feel
Game feel refers to elements of juiciness, polish, and overall presentation that make a game satisfying to play. The developer adds features like loading screens, usernames, and character customization to make the game feel more like a real multiplayer experience. Examples include 'it wouldn't be a, multiplayer game without a loading, screen, so i added one of those i also added a, join server button, and a little loading screen to it so it, looks like you're joining a server'.
💡enemy variation
To keep gameplay interesting and sell the illusion of human opponents, the video developer programs different types of enemy AI behaviors like wandering noobs, aggressive fighters, and overpowered enemies. Examples include 'i'm also going to add different enemy ais, such as the hostile enemy who fights, other enemies, this is important because players won't, believe it's a true online game if it, just so happens that every enemy is, after the player'.
💡upgrade progression
Upgrade progression refers to mechanics where players unlock better equipment and abilities as they play. This is implemented with a kill count system that unlocks new weapon tiers. The developer also adds purchasable starter weapons. Examples include '5, kills gets you brass knuckles, 10 kills gets you a bat 20 kills gets, you a knife, 30 kills gets you a pickaxe 40 kills, gets you a bat, with spikes 50 kills gets you a spear 60, kills gets you an axe and 70 kills gets, you a katana'.
💡game balance
Game balance means ensuring no mechanics or content are too overpowered or underpowered. For example, the developer caps the number of enemies that can spawn to prevent the game from getting too chaotic. The unlockable orange character is also intentionally made powerful. Examples include 'i had to add a limitation to the amount, of enemies that can exist at once, because what the hell is this, essentially, the map is 5000 pixels in both width and, height, enemies will despawn if they're not, within a 2000 pixel radius of the player'.
💡juiciness
Juiciness refers to visual and audio flourishes that make game elements feel more impactful and satisfying. The developer adds graphical touches like health bars and screen shakes as well as sound effects for impacts. Examples include 'i cleaned up the gui with a, custom health bar, which shows your total kills for the, game and your amount of coins, which we'll get into in a second i added, booster effects which randomly spawn in, game'.
💡monetization
Monetization refers to ways of making money from the game, like ads or microtransactions. The video creator jokes about adding ads but ultimately releases the game for free. This highlights the balance between profit and ethics when making free web games. Examples include 'now it's time to, purchase a, io domain upload the game to my own, website and fill, the page with ads uh, yeah yeah maybe i'll just upload the, game to itch'.
Highlights

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Transcripts
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