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Releases: ludovitkramar/g-spiel

v0.2.2 Proxy (gSpiel)

14 Jun 08:54
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New stuff

  • Locally hosted font, no more google
  • Locally hosted FontAwesome
  • Ability to end early
  • Fixes

v0.2.2 Heroku

14 Jun 08:55
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New stuff

  • Locally hosted font, no more google
  • Locally hosted FontAwesome
  • Ability to end early
  • Fixes

v0.2.1 Generic

11 Jun 17:04
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The talk time is unset, modify it in index.js gameInit() function.
If you want the "production ready" version so to speak, look in the v0.2.1 branches, those are ready to go.

Changelog

  • Added Themes
  • New words

v0.2 for running behind a proxy

04 Jun 23:00
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v0.2 Heroku version

04 Jun 22:59
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Game preview

18 May 20:32
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Game preview Pre-release
Pre-release

Preview release v0.1

The game can be played, it is intended to demonstrate the game's rules and procedure.

Completed features

  • Join a lobby with your name
  • Duplicate names prevention
  • Sync users list and game state with all the clients
  • Don't send the game's information to connections that are not players in the game
  • A player that didn't join can't be ready
  • Game control: start when everybody is ready, prevent users from joining while game is running
  • Infinite rounds suppor: the amount of rounds is flexible
  • Infinite players count support: for 5 players 1 imposter, extensible system with arrays and objects that don't rely on fixed values
  • Disconnect detection, notify the other players when that happens.
  • Choose random word set
  • Avoid word sets from repeating
  • Each round selects random imposter
  • Vote who is(are) the imposter, the server checks if the vote is valid, client can't hack it
  • Evaluate the imposter(s), the server also checks for the validity of the votes (untested (the client doesn't show the bottons when you can't vote anyway, but the measures 'should' work) )
  • Scoring: if guessed correctly the player gets 50 points, if incorrectly or did not guess, the imposter gets 100 / impScore points. Works with multiple imposters as expected.
  • Show the statistics for each round, this is also helpful for debugging
  • End the game with a different screen
  • When the client reconnects, it gets to the joinScr if wasn't there already (e.g. was in a game)
  • Initial styling demonstration.

To-do list

  • Round control: pause, set round count
  • Show client the remaining time of each phase
  • Devtools: switch between screens and force start or end game
  • Endscreen: Overview of the whole game
  • Autoreconnect
  • Polish the styling
  • Kick player from ready list by voting
  • Kick player from game by voting
  • End game early by voting
  • Animations and transitions, with the objective of driving the user's attention to the correct element
  • Tutorial
  • When game is running, show that information on the client's joinScr