Geert Posted February 28, 2017 Share Posted February 28, 2017 Dear Phasers, My name is Geert from Curve Fever. We have created a very fun little game called 'Curve Fever'. It basically is multiplayer snake (http://forum.curvefever.com/play2.php) . For the new version (http://curvefever.io) we have used Unity WebGL, but we see very slow loading times and poor performance. We want to fix this, and also fix the terrible UI/UX in the game. This means that going to phaser might be a good solution for us. So the question would be: How much time would it take for 1 senior Phaser developer to rebuild our client in Phaser. Things that might be complex are: - It is multiplayer, this means that snakes can be drawn on a wrong place and need to be redrawn on a different place when there is a correction from the server - It is multiplayer, this means that animations might be stopped halfway or need to be started halfway - We have to get used on how Phaser works with assets, is it easy for our artists and game designers to prepare art for Phaser? - The game is rather 'big' meaning that there are a lot of menus and other stuff, so that might impact loading and performance.. If we continue with Phaser, then we would also be in search for a senior Phaser developer. Our budget is 60k - 100k euro a year. Where could we best find Phaser developers? Best regards, Geert van den Burg Link to comment Share on other sites More sharing options...
phreaknation Posted March 1, 2017 Share Posted March 1, 2017 Your team would have to also be taught how to use phaser as after the project is built, otherwise how is your team going to maintain it and how are they going to add new features? The game itself might take two months but your team from what I talked to last night is refusing technologies that would make building the phaser game self easier. That in itself is a hurdle that your team must overcome as it's not just picking up Plain Jane phaser and using it. Most development teams use node.js as I said last night and since this is quite a large project which as will required node.js and your team to learn node.js. There are ways were you don't have to use node.js but those are a hodgepodge lucian's that typically don't work. To teacher team everything it needs to know to be a real JavaScript development shop for phaser and then building the game would probably be a four-month gig at minimum. Link to comment Share on other sites More sharing options...
codevinsky Posted March 1, 2017 Share Posted March 1, 2017 # curve-fever 2.0 proposal ## Proposed Tech Stacks * Backend * * Node 7.5.0 * * Express 4 * * Socket.io * * Mongoose or other mongodb ORM * Front End * * Phaser LTS (which ever version that is right now * * Socket.io * * React for the UI * * MobX for state management ## Scenarios: In order from least time intensive to most time intensive ### A: Translation Assuming you have all of the game logic already implemented and merely want it translated from current implementation to the new implementation, (both back end and front end), then that's "minimal" work (as compared to Scenario B and almost no work as compared to Scenario C. In that case, most of the work will go towards the ui. ### B: Re-implementation This involves not just translating, but optimizations where they can be found... So, whatever length of time A would take, this takes that long, plus time to refactor and test ### C: New Implementation Basically, start over from scratch and implement the game, server, and full techstack from the ground up. This has the possibility of being the quickest (depending on which developer you get... and how familiar she is with Curve Fever. But it also has the ore real likely hood of being the slowest. However, this one also has the highest chance of producing a better product (again, depending on the developer). So out of those three scenarios, which would you prefer the most? Link to comment Share on other sites More sharing options...
Geert Posted March 2, 2017 Author Share Posted March 2, 2017 16 hours ago, phreaknation said: The game itself might take two months but your team from what I talked to last night is refusing technologies that would make building the phaser game self easier. That in itself is a hurdle that your team must overcome as it's not just picking up Plain Jane phaser and using it. Most development teams use node.js as I said last night and since this is quite a large project which as will required node.js and your team to learn node.js. Our team is not against node.js . They just got confused, as they considered HTML5 in general (and basically any engine) instead of just Phaser, and in that case node.js is not necessary. But there is no issue to use node.js at all. @codevinsky We would prefer to make a totally new implementation for the front-end, but reuse the backend. Preferably we would get a phaser expert on the team. Second best is if we could get a phaser expert to join the team temporarily (like 2-6 weeks) who teaches our guys phaser and sets up the basics, and makes sure the architecture makes sense. Looking forward to your toughts again. Link to comment Share on other sites More sharing options...
MeMyMo Posted March 2, 2017 Share Posted March 2, 2017 Might have better luck here: http://www.html5gamedevs.com/forum/22-jobs-hiring-and-freelance/ Link to comment Share on other sites More sharing options...
Recommended Posts