Stream-Snipe | Feedback + Devlog

stream·snipe (strēmˈsnīp) vb. 1 to watch someone else’s livestream in order to gain an advantage against them, especially in combat

while this is not the oxford dictionary definition of stream-sniping, it is the most agreed upon definition- and to my knowledge, most people are not a fan of it (unless they, themselves, are doing it).

that being said, let’s cut to the chase:
Messaging Service Test

the short end of the stick:
at the time of writing this, 2022-08-23 @ 10:38 PST, it is a mostly working prototype of a very gimmicky, convoluted knockoff of Screencheat.

the long end:
in this game, which is under the working title of “Stream-Snipe”, servers are limited to only 1 player per server - no more and no less. despite this, it is still a multiplayer game - powered by the magic of the Messaging Service™ API, the game allows for real-time (< 1 second) cross-server interaction with other players.

before players can actually start playing, they must enter a match, and to do that, they can create a code that other players can use to join that game. this is where the gimmicky nature of this game shines through: players can distribute this code using other services (preferably Discord), and can then share their screen so that the others can stream-snipe you. naturally, one might ask: “why would I want others to stream-snipe me?”- the answer is that you, along with all the other players in the match, are practically ghosts; you can’t see each other and can’t directly interact with one another, except for when y’all shoot your gun (which is statistically based off of the M1911).

in order for any given match to be fair, there is only one rule that each and every one of you participating in a match has to follow:
if anybody in the match is streaming their game window, you should be as well.

that’s really the only rule you’ll have to follow, unless the “host” of the match decides to make their own rules, in which case you should prolly follow those as well.

as for the anarchists who can only have fun if nobody else is having any, nobody’s stopping you lol

aaaand i think that’s it for the introduction of this game.
the game link is above, titled “Messaging Service Test”.

i’m leaving this open to not only devlogs on the game, i’m also allowing for feedback here too.

if and when you have the chance, please do give this game a shot with some friends and tell me how it goes.
oh- and don’t be afraid to give your thoughts, whether they might be critique(s) of the game, overall opinions, ideas for updates, or just about anything really. you can even just talk about the game here, since that also helps me get a better understanding of what might be a pressing issue, or what people seem to like, and i can work based on that.

welp, i’m off to make this game as good as i can make it - i think it’s worth working on rn and i’m far from finished with it.

cya

p.s. have fun ))))))

quads

6 Likes

I love the concept! It sounds fun and original!

The only thing I would change is instead of using messaging service for updating each player in each server, you could just have servers have lots of players, like 100 players per server. You could then make it so the player can see their character and nobody else. This way, you wouldn’t have to use messaging service every second. Sure, there would be only 100 players per server or so, but it’s much better for optimization.

1 Like

i don’t use messaging service to update each player in each server
ive made sure to use messaging service in a way that players can still interact with each other all while each player is in their own server and doesnt send data every second or so

id also much rather keep the 1 player per server limit, since 2 of the main limits (especially messages received per topic) are based on server count, so the more servers there are, the better

3 Likes

So is the goal to kill the other player? If so, how do you manage to do that across servers?

  1. yeah, is deathmatch
  2. interdimensional 9mm bullets
1 Like


soder

1 Like

ragdolls no longer use an old school method as they did previously
image
also new gun

1 Like

all text is filtered right? if not you should fix that so something bad doesnt happen

no worries, i made sure all the text is filtered

1 Like

currently testing out the M1 Garand

match code is “M1 Garand Test”

[2022-08-23 @ 21:42 PST]

just made some minors changes to the map


let me know what yall think and if theres any improvements that can be made

sorry if im a bit late posting this
Mauser .96 (Red 9) has been added to the game
you can test it out with the match code “Mauser .96 Test”

[2022-08-26 @ 12:38 PST]

As of writing this, an experimental change is live where you can change settings via arguments when you’re entering a match. To enter a match with different settings, use this format:
{Match Code}?selgun=Pistol&HandMode=1

Keep in mind, the names for these settings and values are case-sensitive, and partially type-sensitive. Type-sensitive means that this system checks if a value type matches a particular format, such as quotes around a string of text. Since this system is partially type-sensitive, if any quotes are detected around a value, it will automatically be converted into a string, though it is not required unless you want to directly specify that a value is a string.

For more information on what these settings do, check the details below for the currently supported options:

selgun

“selgun” allows you to pick which gun you enter the match with.

List of currently valid guns:

Pistol
StenGun
BloxyCola
M1Garand
Red9

HandMode

“HandMode” is a scalar value used to multiply the offset of your gun along the X-axis. This option is purely cosmetic and meant to suit the comfort of players who want
It should be worth noting that this setting currently has no maximum or minimum value, and isn’t rounded to the nearest whole number.

List of currently supported values:

-1 = Left Handed Mode
0 = Middle/Quake Handed Mode
1 = Right Handed Mode

There is one other change that’s currently in place, which turns the screen red and shakes the camera when you take damage - the intensity of this effect tells you how much damage you’ve taken. This was added as a substitute to viewing your health, since that was disabled when I disabled all CoreGuis. Of course, I do need to specify a visual epilepsy warning with such an effect.
youve been warned

happy travels )))