Writing on “cozy-coast”
8 articles tagged cozy-coast. See all posts.
Deciding Steam session requests in Rust, before JavaScript can answer
ISteamNetworkingMessages expects a session to be accepted or rejected before its callback returns, and JavaScript can't run in time. So my steamworks.js fork decides from a Rust-side allow list that JavaScript fills in ahead of time.
Read articleForking steamworks.js for Cozy Coast's multiplayer hub
Upstream steamworks.js 0.4.0 only offered legacy P2P, an unfiltered lobby list and no friends API, which was not enough for Cozy Coast's multiplayer. This covers what the fork added, what it removed, and what it costs to maintain a fork for a single game.
Read articleGenerating a press kit from the running game
Twelve social cards built from HTML and CSS templates, filled with real screenshots captured from the running game, and rebuilt with one command instead of a design tool.
Read articleOne changelog file, three places it shows up
A single typed changelog file feeds an in-game badge, a Settings tab and a public website page, so release notes cannot drift between the product and its marketing.
Read articleA public tally with no accounts and no IDs
Cozy Coast ships analytics that count events instead of people: opt in, no account, no device ID, and a public page as the whole reporting layer. Here is what that costs.
Read articleWhat the beta tally told me about my own game
The Cozy Coast beta counted 160,966 catches and 50,418 seagull greetings. The action that pays nothing was the most repeated one, and the economy changed because of it.
Read articleBuilding a game that behaves like a desktop widget
Cozy Coast is an Electron and Phaser game built as a borderless desktop widget first, which changes the window model, the render budget and the packaging pipeline.
Read articleCozy Coast multiplayer runs on zero servers
Cozy Coast shipped a multiplayer hub with no backend at all. Steam handles lobby discovery, connection brokering and packet relay, and the host relays player state.
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