Feed on “cozy-coast”
8 posts tagged cozy-coast. See the whole feed.
Bouncing Steam session requests in Rust, before JavaScript can jack in
ISteamNetworkingMessages expects a session to be accepted or rejected before its callback returns, and JavaScript can't jack in fast enough. So my steamworks.js fork makes the call from a Rust-side guest list that JavaScript loads up ahead of the knock, choom.
Forking steamworks.js: fresh chrome for Cozy Coast's multiplayer hub
Upstream steamworks.js 0.4.0 only offered legacy P2P, a lobby list with no filter and no friends API, which was not enough chrome to run Cozy Coast's multiplayer. This covers what the fork bolted on, what it flatlined, and the eddies it costs to keep a fork alive for a single game.
Generating a press kit straight off the running game
Twelve social cards built from HTML and CSS templates, loaded with real captures off the running game, rebuilt with one command instead of a design tool.
One changelog file, three surfaces it hits
One 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 pitch.
A public tally with no accounts, no IDs, no trace
Cozy Coast ships telemetry that counts events instead of chooms: opt in, no account, no device ID, and a public page as the whole readout. Here is what that costs.
What the beta tally clocked about my own game
The Cozy Coast beta counted 160,966 catches and 50,418 seagull greetings. The move that pays zero eddies was the most repeated one, and the economy changed because of it.
Rigging a game to behave like a desktop widget
Cozy Coast is an Electron and Phaser game built as a borderless desktop widget first, choom, which changes the window model, the render budget and the packaging pipeline.
Cozy Coast multiplayer, zero servers, straight peer to peer
Cozy Coast shipped a multiplayer hub with no backend at all, choom. Steam handles lobby discovery, connection brokering and packet relay, and the host relays angler state.