Inspiration
We love the playing the game and were disappointed in the way that there wasnt a nice web implementation of the game that we could play with each other remotely. So we fixed that.
What it does
Allows between 5 and 10 players to play Avalon over the web app.
How we built it
We made extensive use of Meteor and forked a popular game called Spyfall to build it out. This game had a very basic subset of rules that were applicable to Avalon. Because of this we added a lot of the functionality we needed on top of Spyfall to make the Avalon game mechanics work.
Challenges we ran into
Building realtime systems is hard. Moreover, using a framework like Meteor that makes a lot of things easy by black boxing them is also difficult by the same token. So a lot of the time we struggled with making things work that happened to not be able to work within the context of the framework we were using. We also ended up starting the project over again multiple times since we realized that we were going down a path in which it was impossible to build that application.
Accomplishments that we're proud of
It works. Its crisp. Its clean. Its responsive. Its synchronized across clients.
What we learned
Meteor is magic. We learned how to use a lot of the more magical client synchronization features to deal with race conditions and the difficulties of making a realtime application.
What's next for Avalon
Fill out the different roles, add a chat client, integrate with a video chat feature.
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