![]() ( Large preview) First Working (Terrible) Prototype Autowuzzler (beta) with six concurrent players in two teams. In this article, I’ll describe the process behind the creation of Autowuzzler, which tools and frameworks I chose, and share a few implementation details and lessons I learned. Of course, the idea of using cars to play soccer is not unique, but two main ideas should set Autowuzzler apart: I wanted to reconstruct some of the look and feel of playing on a physical foosball table, and I wanted to make sure it is as easy as possible to invite friends or teammates to a quick casual game. The idea is simple: players steer virtual toy cars in a top-down arena that resembles a foosball table. ![]() The same night I set out to build the first prototype for a game that would become Autowuzzler. What is fun is to kick a ball using toy cars - a realization made as I was playing with my 2-year old kid. I thought about how to play foosball in a remote setting, but it was clear that simply reconstructing the rules of foosball on a screen would not be a lot of fun. Learn how to share game state across multiple clients in real-time with Colyseus, do physics calculations with Matter.js, store data in Supabase.io and build the front-end with SvelteKit.Īs the pandemic lingered, the suddenly-remote team I work with became increasingly foosball-deprived. This article highlights the process, technical decisions and lessons learned behind building the real-time game Autowuzzler.
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