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Emote Guessing Multiplayer

Pre-alpha first version MVP frfr ong

  • generate room ID
  • people joins room ID with websockets
  • generate a random emote set list, send to all websockets
  • people starts guessing emotes for fixed duration, say x seconds -- each user can choose to skip a emote, to break combo -- if get correct sequentially, continue to have combo -- combo multiplies score
  • once round is over, present leaderboard

websocket spec, everything goes through root:

Client -> Server:

  • {command: create_room, data: {}}
  • {command: edit_room, data: {game_time: ''}}
  • {command: join_room, data: {room_id: ''}}
  • {command: start_game, data: {}}
  • {command: submit_guess, data: {guess: ''}}

Server -> Client:

  • {command: emote, data: {emote: {name:, id:}}}
  • {command: guess_response, data: {matched_chars: '??x??'}}
  • {command: game_over, data: {emote: {name:, id:}}}

Todo:

  • Need to send "current user ID" as well

  • Why does startup take forever?

  • Should not send names to the client

  • Backend should determine if joingame succeeded (i.e. client should make no decisions without the backend)

  • Refactor joining page to its own component

  • Game end

  • Restrict input to exclude '?'

  • Make URLS be env variables

  • Address TODOs in the code

  • Use a mutable hashmap so that other users are not affected by a single user submitting a guess

  • If the emote name is too long, need to flex the boxes

  • Editing room needs to reflect for other players

  • Need security against copy & paste

  • Need timer in frontend

  • Player list does not refresh immediately on restart

  • Restarting is broken

  • Changing duration of the game is broken

  • Mock usernames in dev enviornment

  • When user disconnects remove from player list

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