Untitled.design.mp4
- Design WebSocket protocol schema for game messages
- Design game state structure (shared between client and server)
- Plan client-side game loop using requestAnimationFrame
- Design component system for game entities (players, bombs, etc.)
make component tilemap have this property
- Implement fixed map layout with walls and destructible blocks
- Create random block generation algorithm
- Ensure valid player starting positions in corners
- Implement map rendering using mini-framework DOM manipulation
make player component can change x,y and name of player you can make 2 component cuurplayer and autherPlayers or collection them
- Implement player movement (4-directional)
- Add bomb placement logic
- Create explosion mechanics (4-directional)
- Implement collision detection with walls/blocks/players
- Add 3-life system per player
- Implement power-up system (random drops from blocks)
- Bomb capacity
- Flame range
- Movement speed
- Create win condition (last player standing)
- Profile game loop for 60fps consistency
- Optimize DOM updates (minimize reflows/repaints)
- Implement object pooling for frequent elements (explosions, etc.)
- Test with simulated heavy load
here you should make websocket as have lot of types (status player join event ...)
- Implement WebSocket connection handling
- Create player synchronization
- Handle client prediction for smooth movement
- Implement basic lag compensation
- Create nickname entry screen
- Implement player waiting room with counter
- Add game start timers (20s wait, 10s countdown)
- Design responsive UI for all screens
- Implement WebSocket chat functionality
- Create chat UI with message history
- Add player name differentiation
- Implement chat message throttling
- Add sound effects
- Implement visual feedback for actions
- Create game over screen with winner announcement
- Cross-browser testing
- Set up production server environment
- Configure WebSocket secure connection (wss://)
- Implement basic server-side validation
- Load testing with multiple simultaneous games
- Comprehensive gameplay testing
- Performance validation (60fps under load)
- Write basic user documentation
- Create simple installation/run instructions
- Game loop with requestAnimationFrame
- DOM-based rendering (no Canvas/WebGL)
- Input handling for keyboard controls
- State synchronization with server
- Predictive movement for smooth gameplay
- WebSocket connection management
- Game state authority and validation
- Message routing between clients
- Room/match management
- Anti-cheat basic measures
- Object pooling for game entities
- Minimal DOM updates (batch where possible)
- Efficient collision detection
- Throttled network updates
- Client-side prediction
- Performance issues: Build with optimization in mind from start
- Network latency: Implement client prediction and interpolation
- Synchronization problems: Use deterministic game logic
- Browser compatibility: Test early on target platforms
This plan provides a structured 2-week timeline for development, with each day focused on specific components. The modular approach allows for parallel work on different systems where possible.