Personal project / Cooperative RPG
Bring Something Home.
Cooperative bullet-hell expeditions with shared combat, personal loot and persistent upgrades.
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Screenshots
The public 1.4.1 realm, using ordinary keyboard and mouse inputs on a new account. No prepared gear or progression.
Late-game playtest in version 1.4, using a prepared level-20 character.
The same prepared-character playtest after a completed expedition. Permanent shards and carried gold are recorded separately.
My work
Game design, the browser client, the authoritative realm server and persistence.
Working with
Three.js · TypeScript · WebSocket · SQLite
Inside the build
Shared combat and persistent progress.
Context
Dodging must feel immediate while one server decides every hit, reward and death.
How it works
The browser predicts movement and reconciles it with the realm server. Inventory and death are saved atomically, and each player receives personal loot.
In the work
Public version 1.4.1 supports cooperative expeditions. The lead image uses a fresh character; the late-game photographs use a prepared level-20 character.
- Movement
- The realm ticks at 20Hz. The browser replays unacknowledged input after reconciling server state; prediction grants neither damage nor loot.
- Projectiles
- Fixed-velocity spawn and removal deltas travel between full baselines. The browser renders their paths in 3D.
- Persistence
- Atomic profile and death writes keep inventory outcomes consistent. Gear swaps validate ownership, distance and capacity.
- Expeditions
- Expeditions award personal loot. Carried gold, banked gold and permanent shards are tracked separately.