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đŸ§™â€â™‚ī¸ Warlocks: Weekend Journeys

đŸ§™â€â™‚ī¸ Warlocks: Weekend Journeys

What started as a weekend browser experiment turned into a fully functional multiplayer game — and a deep dive into performance, sync, and game architecture.

đŸŽ¯ Phase 1 – Prototype

Movement and fireballs were handled entirely client-side.Sync was "best effort" — enough to demo, but chaotic under pressure.

đŸ”Ĩ Phase 2 – Load Testing Reality Check

The Node.js backend capped out at ~300 players.Sync issues, message storms, and heavy desync.Started rewriting the backend in Rust.

🧱 Phase 3 – Rust Rewrite + Server Authority

Moved the entire game loop to Rust.Fireball collisions, HP, knockback — all centralized.Clients only send inputs; the server owns the world state.Stress-tested up to 3,000 concurrent players with 0 visible lag.

âš”ī¸ Phase 4 – Cleanup & Core Mechanics

Fixed movement prediction & "infinite knockback" bugs

Added fireball cooldowns + visual indicators

Health bars, player names, 8-player custom lobbies

Implemented win conditions and match lifecycle

đŸ•šī¸ Phase 5 – Real Game

You can now play a full match, win, return to the menu, and rejoin.Everything is synced. Everything just works.All in the browser.

đŸ—ī¸ Next Step – Standalone Game

Currently building a native Bevy (Rust) version.What I enjoy most is learning through building!

👉 Play the browser version here: https://warlockjs.pages.dev(You might not find an opponent since this is a share, but feel free to open a second tab to try it out.)

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