Cody Hurst Official Blog


Crypto currencyBlindnesstechnologyGeneralMusic

Introducing Open FPS, an online audio multi player fps type game

Let's dive into the story behind my creation of this audio FPS game, aimed at providing an immersive experience for the visually impaired since it's a tale sparked by curiosity, a dash of frustration, and a whole lot of ambition.

My journey into the world of audio games began somewhat by accident, stumbling upon a game called Daily Life. It was intriguing, but as I dug deeper, I discovered it was part of a bigger saga involving a game named Ultra Power, created by a blind programmer, Mason Armstrong, back in 2014. This discovery led me down a rabbit hole into a community divided over games that were essentially clones of each other, yet fiercely protected as if they were sacred texts.

The intriguing part wasn't just the games themselves but the cult-like reverence for Mason Armstrong. It felt like everyone was either defending his legacy or fighting over the scraps of his work, with no one daring to venture beyond. The original code, never officially released, became a sort of holy grail—coveted, argued over, but never truly evolved. This peculiar scenario struck me as odd: here was a community clinging to the past instead of building on it.

Why not break the cycle? I thought. Why not use the modern tools at our disposal to create something new, something collaborative, that wouldn't fall into the same traps of gatekeeping and accusations of theft? With Python in one hand and OpenAL in the other, I set out to craft an audio game that wasn't just accessible but also open-source and open for development.

I envisioned a game that was a sandbox of creativity for the visually impaired—a space where players could fight, build, and socialize in a rich, 3D audio environment. But more than that, I wanted to challenge the status quo. By making the game's code available on GitHub, I'm inviting anyone and everyone to take it, tweak it, and make it their own. This isn't just about avoiding the pitfalls of "stolen code"; it's about fostering a community where collaboration and innovation are the norms, not the exception.

Server-Side Splendors

At its core, the server is a marvel of asynchronous programming, with Python's asyncio library ensuring that the game runs smoothly and efficiently in real-time. The architecture is modular, comprising several key components, each with its unique role, including but not limited to:

  • Network Module: The backbone of the server, handling all user connections, and data transmission securely and efficiently.
  • Event Dispatcher: A critical component for managing game events, ensuring that actions like user moves, chat messages, and gameplay mechanics are processed and responded to in real time.
  • Map Registry: This module oversees the creation, modification, and storage of game maps, allowing for dynamic world-building.
  • User Registry: Manages user data, including authentication, in-game actions, and player stats, ensuring a seamless and secure player experience.
  • Security Manager: Ensures the integrity and security of user data and game transactions, employing encryption and other security measures.

Each component is meticulously designed to work in harmony, offering a robust and scalable backend infrastructure that supports a myriad of gameplay features, from real-time combat to intricate world-building.

Client-Side Chronicles

On the client side, the game harnesses the power of Tkinter for the user interface, complemented by accessible output libraries to ensure that navigating the game is intuitive and inclusive. The client is designed with a focus on accessibility, ensuring that every element of the game is experienced through rich, 3D audio environments.

  • Sound Manager: Utilizes OpenAL for spatial sound rendering, bringing the game world to life through binaural audio, enhancing the sense of immersion.
  • Network Client: Handles communication with the server, ensuring actions and events are seamlessly synchronized between the player and the game world.
  • UI Components: Crafted with accessibility in mind, leveraging Tkinter and accessible output libraries to provide a user-friendly interface for navigation, combat, and interaction.

This project is a testament to the power of community-driven development, inviting players and developers alike to contribute, customize, and create. It's not just a game; it's a platform for innovation, a challenge to the conventions of the audio gaming community, and a beacon for what's possible when we choose to build together.

In essence, this game stands as a living, evolving entity, not just in its codebase but in its very philosophy. It's an open invitation to imagine, to code, and to play in a world bound only by the limits of our collective creativity. Let's embark on this journey together, shaping not just a game, but a community where everyone has a voice, and every idea can find its place.

If you want to check out the code or fork the code for your own project, you can do so by visiting the Github page for Open FPS.