Battleship update: Now using Separating Axis Theorem for collision detection and 2D WebGL for 60+ FPS goodness. vimeo.com/43733632
Pew pew pew! Making significant progress on the Rawkets Battleship concept using @ImpactJS. vimeo.com/43698999
Battleship video update: Each ship now has a selection of AI-controlled turrets that blast the crap out of enemies vimeo.com/43661263
Here's an early look at a new concept that I'm exploring for the game, codename: Battleship. Much to do. vimeo.com/43557441
This weekend I will mostly be simplifying the physics and setting up the codebase to support game-types and multiple worlds/arenas.
@DavidDavidson59 I make no money through the game. There were plans to monetise it with in-game sponsorship but that never materialised.
Currently outlining the future of the game. Let me know if you think something should be included or changed.
Quick video of the AI progress: 30 bots locked in a mega battle! vimeo.com/30752973
Now the AI rawkets chase you in a Grandmother's Footsteps kind of way (remember that game as a kid?). Creepy!
@ahylianhuman @MrFirthy Just fixed a couple bugs. Let me know if it crashes again :)
@ahylianhuman Hmm, that's annoying. Are you able to access the JavaScript console to check for errors?
Upgraded http://rawkets.com to work with Chrome. Still working on the next big update but it's not ready to go online just yet.
This weekend I added really basic AI to the game. So far I've gotten multiple AI rawkets to chase you around the world: bit.ly/p6j263
@ahylianhuman Do you know how to access the JavaScript console? I'd love to know if any errors are appearing there.
I added some AI players to the dev version of the game last night. So far all they do is spin in circles, they're very clever.
So very nearly at the bottom of this client-prediction issue. It's most probably a timing problem between the client and server.
Updates: Rawkets multiplayer HTML5 gaming workshop at @bournemouthuni end of Sept. Also, AI to be implemented soon for a secret purpose.

