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Project Igloo: Habbo in HTML5 [Phaser3/VueJS/Bootstrap/WebSockets/Java/Jetty/Postgre]
What is Igloo?
Igloo is an hobby project I'm developing in my free time: is an Habbo-game client reproduction made in HTML5/CSS3/JS. The purpose of this project is, for me, the opportunity to learn new and modern web technologies, and second to make my version of Habbo, where finally we're free to edit client functions and extend the game with many functions and concepts that would otherwise be impossible to implement in the original client.
What technologies are you using?
Actually I'm using these frameworks and libraries to help the development:
I don't have definitive plans for the Server part of the game, because I don't have much experience in the backend side (probably I will search someone to help me in this) but my plans are to use WebSocket (via a library like Socket.IO or similars) and make a Node.JS or Java+Netty server. Not true anymore.
State of the development
Actually, the isometric engine is at good point, I've made already many modifications to Traviso to get similar to how Habbo renders it's game.
There's objects, movable characters, map generation but there's to implement :
I've started the GUI only some days before, so actually we have only the userbar and the Windowing system: I'm already learning Vue, so I'm going slow also because I'm attempting to have the best structure for the game, actually I'm struggling with the events because I've modularized every part of the GUI, splicing them into Single File Components, so now I'm thinking about using a Global Bus for child component events.
Screenshots
Igloo is an hobby project I'm developing in my free time: is an Habbo-game client reproduction made in HTML5/CSS3/JS. The purpose of this project is, for me, the opportunity to learn new and modern web technologies, and second to make my version of Habbo, where finally we're free to edit client functions and extend the game with many functions and concepts that would otherwise be impossible to implement in the original client.
What technologies are you using?
Actually I'm using these frameworks and libraries to help the development:
- Phaser.io for the Isometric engine (renders in Canvas)
- Vue.JS+Bootstrap4+FontAwesome for the User Interface (rendered as DOM)
- Java+Jetty+PostgreSQL for the Server part
I don't have definitive plans for the Server part of the game, because I don't have much experience in the backend side (probably I will search someone to help me in this) but my plans are to use WebSocket (via a library like Socket.IO or similars) and make a Node.JS or Java+Netty server. Not true anymore.
State of the development
Actually, the isometric engine is at good point, I've made already many modifications to Traviso to get similar to how Habbo renders it's game.
There's objects, movable characters, map generation but there's to implement :
- Height/stacking
- Dynamic wall generation (actually defined in the roommap)
- Better sprite assets loading (actually I'm using the default Pixi.js assets loader, that loads every object from a single sprite image, I need to make it load from multiple sprite images, one for every object)
I've started the GUI only some days before, so actually we have only the userbar and the Windowing system: I'm already learning Vue, so I'm going slow also because I'm attempting to have the best structure for the game, actually I'm struggling with the events because I've modularized every part of the GUI, splicing them into Single File Components, so now I'm thinking about using a Global Bus for child component events.
Screenshots
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