I adapted a simple single-player asteroids game off github (https://github.com/dmcinnes/HTML5-Asteroids) and made it fully multi-player with Firebase.
It's set up to spread out users across a bunch of games to avoid having 500 HN'ers on the same page. Login with Twitter so other people see your picture...
This reminds me more of an old DOS shareware game called Spacewar (http://www.youtube.com/watch?v=yY5qHe2VadA), which was also multi-player although that game also allowed turning on gravity and warping (I see a comment mentioning warping in this game but I don't see it in the command list.)
This was one of my (and my friends') favorite small games back around 1990.
Edit: It was a DOS game when I played it. It is good to feel like a young person when talking about a game that I played 22 years ago.
Good news is that it's been ported to modern systems: http://sc2.sourceforge.net/
i've recreated both games a few times over the years, as hobby prototypes. fun games, simple mechanics. flying & shooting + imagination FTW.
A friend and I built this MMO game called Pixza (http://pixza.com/lite) and we're finding it incredibly tough to bootstrap the ecosystem. The problem is that since it is an MMO game, it's not enjoyable with a few players. So after every wave of publicity, traffic comes in sporadically which does us no good. If all of the traffic came within a frame of 20 minutes of starting a game, I'm sure the game will explode. I've seen it happen during play testing with friends and family.
I think this is your problem. All of the compelling virtual worlds I've been part of have some hook that works on the individual. If you doubt, log into one of the old classic MUDs like LegendMUD (http://www.legendmud.org/) or Blood Dusk (http://mud.dusk.org/). They're still compelling when you're alone in the world (and these days, that's pretty likely).
I think it's perfectly legitimate to say your product is better in groups. I would hope so for something calling itself an "MMO." I think it has to be compelling by yourself to some extent though. I'd argue that every major virtual world from WoW to Second Life to even Minecraft has provided this.
What's even better is that when you have that action that is compelling alone, the second person into your virtual world sees that person being awesome and then desires to join in. You open yourself up to getting a "First Follower" effect, in other words.
1) What am I doing? 2) Oh, okay, right. I move the blue blocks to make a "B". 3) Okay... Why am I doing this?
I'm not sure what the game /is/, or why it's a challenge, or why it's any fun at all. Could you explain it a little further, please?
Edit: A hide-able chat msg system would be cool. I just wanted to hit t and say "good fight!" after an opponent and I managed to take out each other at the same moment.
> Please can you make it scale to for a 1024*768 resolution?
Mmmm. Doesn't fit in my 1280x800 screen's viewport either, which is a very common size.Also "Game.lives = 1000;" and "Game.score = 1000; updateScore();" etc.
I wish there some an MMO that's like http://en.wikipedia.org/wiki/SubSpace_(video_game)
Good times…
This little sample game turned out to be tons of fun and is a great example of how to build something like this in a scalable and rock solid way.
My backend is running on Go - Would be really interested in what firebase is exactly. Looks like it would make this much easier.
However, if the map scrolled instead of wrapped, it could easily become massive.
Awesome job on the game :)
Also, I'm not sure if I was regrouped with players who weren't signed in but after logging in with Twitter I no longer saw any other user pictures.
[1] http://seb.ly/2012/04/gotcha-fake-mmo-asteroids-april-fool/
All that is running locally in your browser.