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LOE for a slither.io clone


Brogan
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I want to get a multiplayer snake game (like slither.io, snakeisland.io, gulper.io, wormate.io, and dozens of others) running on my machine. From there I'm looking to test some ideas by changing the game rules and features; perhaps it'll result in a better game. I'm a software engineer, but not a game developer. I'm hoping you guys can help me gain perspective in this realm of work.

If you, as a game developer, chose to make a game like slither.io, what and how would you weigh the level of effort (LOE) to complete that project?

Given that there are a great many clones of slither.io already out there, as opposed to a new game concept, how might that affect your method of developing? (like, what would you do from scratch? What existing work would or could you copy or license to increase your development velocity?)

 

I think at my current skill level, this project would take me months to complete from scratch (started a couple weeks ago). I'm trying out Phaser 3, I can't tell if this framework is solving or complicating my problems yet. I'm also trying out geckos.io; I'm thinking that TCP websockets are too slow for minimal latency networking, and that I need UDP between client and server.

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