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5k Run Simulator by TMP
screenshot added by Bloutiouf on 2016-03-28 03:39:21
platform :
type :
release date : march 2016
release party : Revision 2016
compo : gamedev
ranked : 5th
  • 8
  • 1
  • 0
popularity : 51%
 51%
  • 0.89
alltime top: #22523
added on the 2016-03-28 03:39:21 by Bloutiouf Bloutiouf

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HUMM completely not getting how I can play this :)
added on the 2016-03-28 04:07:25 by Photon Photon
Thumbs up for trying. Photon, and for others later, it was hosted on the party intranet and you were supposed to either move back and forth on a touch screen or use the left/right arrow keys to advance your character to get to the finish line first. Everyone who visited the address was added to the screen.

Seemed to work pretty well, didn't completely fall over with the number of people who joined it like other interactive demos with a similar aim. However it let people get started before the host was ready and so had to reset it after a bunch of people had joined and already started.
rulez added on the 2016-03-28 09:43:45 by Starchaser Starchaser
Nice idea and execution.
rulez added on the 2016-03-28 10:09:26 by gaspode gaspode
With a little bit better organisation, this could become a nice party killer.
rulez added on the 2016-03-30 17:59:33 by JTZ JTZ
This was a very nice idea, though it was quite hard to see what was actually going on.

I hope there will be more of such live multiplayer entries in the future. The very light-weight signup process (go to this URL, enter your name) worked well to make a lot of people participate.
rulez added on the 2016-03-30 18:34:15 by Blueberry Blueberry
Motivational thumb up even tho it crashed.

Now the inevitable rant from my orga self to anyone who might read this: There have been ZERO entries in Revision's game compos yet that tried to do audience partipication and didn't completely barf under the load. This is because multiplayer networking is actually _hard_ (and as the backend lead of a pretty big multiplayer title, let me assure you I'm speaking out of experience here). If your code works with one player it says _nothing_ about whether it still works with 10, and if you reached 10 that's still no evidence of it possibly surviving hundreds. There are so many details to get wrong and the only way to make sure it scales to where you want it is to actually _test_ that kind of load. Just saying. :)
rulez added on the 2016-03-30 18:50:31 by kb_ kb_
what kb said although i get that its not easy to do tests with hundreds of users, especially not when you are under a lot of deadline pressure.
i still fancy the concept of networked interactive demos/games and hope one of these days it will finally work out.
rulez added on the 2016-03-30 18:59:02 by wysiwtf wysiwtf
I missed that at the partyplace, but it sounds like a nice idea indeed.
rulez added on the 2016-03-31 10:35:09 by Preacher Preacher
for the idea :)
rulez added on the 2016-04-03 09:06:16 by sensenstahl sensenstahl

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