Fernando Doglio has been working as a Web Developer for the past 13 years, and as a Technical Manager for the last 4. In that time, he’s come to love the web, and has had the opportunity of working with most of the leading technologies at the time, suchs as PHP, Ruby on Rails, MySQL, Node. js, Angular.js, AJAX, REST APIs and others.
In his spare time, Fernando likes to tinker, learn new things, and write technical articles and books. He’s also a big open source supporter, always trying to bring new people into that realm.
When not programming, he is spending time with his family.
This is the final part of a series on how to create your own multiplayer text adventure engine. Today, we’ll focus on adding chat support to the text client from part 3. We’ll go through the basic design of a chat server using Node.js and socket.io, the basic interaction with the UI, and how we’ve integrated the chat code into the existing UI.
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This third part of the series will focus on adding a text-based client for the game engine that was created in part 2. Fernando Doglio explains basic architecture design, tool selection and code highlights by showing you how to create a text-based UI with the help of Node.js.
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Welcome to the second part of this series. The the first part, we covered the architecture of a Node.js-based platform and client application that will enable people to define and play their own text adventures as a group.
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Ever heard of a text adventure? In this series of articles, Fernando Doglio explains the process of how to create an entire engine that is capable of letting you play any text adventure you and your friends enjoy. That’s right, we’re going to spice it up a bit by adding multiplayer to the text adventure genre!
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