Hey folks — here’s a small experiment I hacked together over the weekend:
https://cleoselene.com/
In short, it’s a way to build multiplayer games with no client-side game logic. Everything is rendered on the server, and the game itself is written as simple Lua scripts.
I built this to explore a few gamedev ideas I’ve been thinking about while working on Abstra:
- Writing multiplayer games as if they were single-player (no client/server complexity)
- Streaming game primitives instead of pixels, which should be much lighter
- Server-side rendering makes cheating basically impossible
- Game secrets never leave the server
This isn’t meant to be a commercial project — it’s just for fun and experimentation for now.
If you want to try it out, grab a few friends and play here:
https://cleoselene.com/astro-maze/
When playing astro‑maze, the delay is noticeable, and in a 2D action game such delays are especially apparent. Games that don’t rely on tight real‑time input might perform better. (I'm connecting from Europe, though.)
If you add support for drawing from images (such as spritesheets or tilesheets) in the future, and the client stores those images and sounds locally, the entire screen could be drawn from these assets, so no pixel data would need to be transferred, only commands like "draw tile 56 at position (x, y)."
(By the way, opening abstra.io in a German-language browser leads to https://www.abstra.io/deundefined which shows a 404 error.)
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