Done for now and some thoughts on Dragon Ruby


The game has now been up in kind of ok form for about a week. It hasn't really gotten any attention or plays (not that strange, it's not especially fun nor has it been marketed in any way) and I doubt many people have played it in multiplayer (thus with other humans). I think as such the game is a success though. It was quite easy to make and it is playable. For a first game made with the Dragon Ruby toolkit I guess it is quite ok, and probably the other game I made a few months back, Sumur, that I made in Godot, could have been better done using a design like this where the client is using a game framework but the backend is a "standard" server framework.

I found Dragon Ruby to be very easy to work with and the iteration times are fast. Also I love that I can work in Emacs or Vi or whatever I feel like working in at the moment on and the iterations and publishing is all blazing fast. One of the things that keeps me away from Godot is that I simply don't like the editor and debugging in it is a bit cumbersome (especially networked games). The same for Unity and UE. They are all shiny and nice, but I am a bit of a command line type of person..

The networking in DragonRuby is lacking. I would like to have something like websockets or something a bit more flexible than just http, but hey, limitations force inventions.. Who wants a smooth game anyway.. Better with jerky. Or not. So yeah, it's a bit of an issue that I have to think a bit more around how to solve if I will continue to experiment with Dragon Ruby.

Now will I use it more? I don't know right now. Probably but it depends a bit on what I want to do next. I definetly like Ruby the language. I will continue to learn more about that as I get good old Lisp and Perl feelings when using it. It fits my way of coding and isn't in the way as much as many other languages are. Also the simplicity of Dragon Ruby is it's strength and probably what will have me use it for future experiments. The cost of starting is 0 and building something bottom up is just so easy and rewarding. I am not a plotter that has massive big ideas and build a game (or any kind of software) as a huge system from day one. I make small increments and then I refine them and build on them and Dragon Ruby is really built for that. Refining is easy and the whole system can be understood and kept in the head at once.

At the same time I would like to try out making something with Unity and UE as I haven't really tried them out and get a sense for them.

I hope they keep the discount on the pro version for a while more. I am considering to buy (for the android export, but perhaps also thinking that I can simply just patch the networking myself with a small c extention if I want to). But I haven't decided yet... 

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A fair assessment, I think. The networking features in DragonRuby are not among its greatest strengths.

It was very brave of you to make a multiplayer game for a game jam. In other jams (with more participants) I’ve seen people struggle to get players online at the same time. One solution I saw was the game dev giving their contact details and offering to play against anyone who was interested. The best solution I saw was a game where the multiplayer was not in real-time but recorded so you compete against the last 99 players. 

I’m glad you liked DragonRuby. I like it a lot, as you probably guessed, and I hope you continue to make games with it. Either way, I wish you great success with your future games. 

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I have been thinking that with the simplicity of DragonRuby it would be really cool to add some simple networking in the same style as the rest of it. like args.network << {hash of interesting things like the target and so on}  that would just-work. Simple websocket communications. If I can dream :) 

I will probably do my next small project also in DR.. I really love how simple it is and as a quite experienced developer (just not in games) it fits my way of thinking since it's "just programming" and not a complicated engine to learn. If I want to make the project in any of the engines I actually don't know where to start. In DR there is no such question. Just boot up emacs and start coding... 

I'm sure there are a number of people who would appreciate having an extension to do that. Right now, there are not many people clamouring for socket communication but the subject comes up regularly. It would be possible to implement using C extensions (in DR Pro, for DR Pro). For all I know, it might even be easy to do if you leverage existing C libraries. If you wanted to charge for that extension, DragonRuby would support you in that.