a little gameplay from Ergod World, the browser-based MMO I’m building with Three.js + Claude Opus5.5, Codex/Astra/Sol & Gemini/Argon, along with all my aspirational mmo ideas/experience and past experiments somewhat baked in at this point.
my loop: visual concepts → build → playtest → critique → iterate. slowly turning systems into a world 🌿
#indiedev #gamedev #vibedev
Whole lot of budgeting and optimizing before anything gets integrated. The world is baked offline, so the browser never generates terrain; it streams in tiles by distance. Instancing and LODs everywhere, capped textures, full detail only near you. Every change gets its frame time measured before it ships.
A single persistent world, no instances: grounded, a bit Ghibli, where everything has a reason to be where it is and every skill is something you physically do. Closest is Mortal Online II’s full-loot sandbox, plus RuneScape skilling (with DarkScape’s (2016~) savagery), Mabinogi’s life-skill charm and PoE2 build depth.
@1k_clouds No one’s asked yet! It started as a fun project alongside my full-time job, built mostly for me. But I love building in public, so the plan is a domain and an invite-only playable beta within the next couple of months. Slow and steady, for fun, and if it pops off, great.
Both, kind of: it’s generated from seeds offline, then baked into static tiles (height, water, roads, towns). Every client streams the same bake and the server loads the same files for authority. Only live state (trees, ore, items, players) lives in the server DB. One persistent world, no instances.