bedwars-multiplayer

byNeeraj Prabash

Build a high-performance, multiplayer Web-Based Bedwars game modeled exactly after the core mechanics of Minecraft Bedwars, optimized for smooth 60FPS browser performance and zero-lag server state syncing. ### 1. Core Architecture & Tech Stack (Lag Prevention) - Frontend Framework: Use React or Next.js paired with HTML5 Canvas (or lightweight 2D/3D WebGL via Three.js with simple block meshes) to handle graphics rendering cleanly without DOM-node lag. - State Management & Networking: Implement an authoritative server-client architecture using WebSockets. Use delta compression and client-side interpolation/prediction to ensure player movement, block-breaking, and combat feel responsive and "zero-lag" even on high-ping connections. - Backend & Database: Deploy via Node.js/TypeScript in the managed Kubernetes namespace, tracking short-term session states in memory or Redis for sub-millisecond game loop updates. ### 2. Gameplay Mechanics (Exact Match) - Lobby & Matchmaking: Automatically group players into teams (Solo, Doubles, or 4v4v4v4 teams across Red, Blue, Green, and Yellow) and teleport them to team islands when the game lobby fills up. - Island Spawners: Program timed resource spawners at base islands (Iron and Gold), and neutral middle/side islands (Diamond and Emerald). - Item Shop NPC: An interactive visual menu where players trade Iron/Gold for weapons, blocks (wool, wood, obsidian), tools (shears, pickaxes), and armor. - Team Upgrade NPC: An interactive menu to trade Diamonds for permanent team buffs (Sharpened Swords, Reinforced Armor, Haste, and Traps). - The Bed Mechanic: Each team has a physical Bed on their island. While the bed is intact, team members can respawn infinitely after a 5-second countdown. If a bed is broken by an enemy player, respawning is permanently disabled for that team. - Combat & Knockback: Implement real-time hit registration, damage calculations, and visual velocity knockback when striking an enemy player with swords or knockback sticks. ### 3. Graphics, Polish & UI ("Exact But Better") - Visuals: Clean, high-fidelity voxel or styled low-poly aesthetic mimicking Minecraft but featuring modern web lighting, satisfying particle effects on block destruction, and smooth camera transitions. - Game Status UI: A real-time, scannable HUD showing current player inventory, team bed status (Alive/Broken/Eliminated), a match timer, and kill feeds. - Sound System: Hook up sound effects for block breaking, purchasing items, bed destruction, and combat impacts. ### 4. Code & Build Isolation Rules Please invoke the Project Manager Agent to break this into a sprint plan (UI/Canvas setup, WebSocket connection, Gameplay Logic, Shop UI). Ensure every single agentic code pass runs through the automated security scanner to guarantee secure, unprotected API-free WebSocket routes. Build a high-performance, multiplayer Web-Based Bedwars game modeled exactly after the core mechanics of Minecraft Bedwars, optimized for smooth 60FPS browser performance and zero-lag server state syncing. ### 1. Core Architecture & Tech Stack (Lag Prevention) - Frontend Framework: Use React or Next.js paired with HTML5 Canvas (or lightweight 2D/3D WebGL via Three.js with simple block meshes) to handle graphics rendering cleanly without DOM-node lag. - State Management & Networking: Implement an authoritative server-client architecture using WebSockets. Use delta compression and client-side interpolation/prediction to ensure player movement, block-breaking, and combat feel responsive and "zero-lag" even on high-ping connections. - Backend & Database: Deploy via Node.js/TypeScript in the managed Kubernetes namespace, tracking short-term session states in memory or Redis for sub-millisecond game loop updates. Long-term player records should use the native persistent storage volume. ### 2. Gameplay Mechanics (Exact Match) - Lobby & Matchmaking: Automatically group players into teams (Solo, Doubles, or 4v4v4v4 teams across Red, Blue, Green, and Yellow) and teleport them to team islands when the game lobby fills up. - Island Spawners: Program timed resource spawners at base islands (Iron and Gold), and neutral middle/side islands (Diamond and Emerald). - Item Shop NPC: An interactive visual menu where players trade Iron/Gold for weapons, blocks (wool, wood, obsidian), tools (shears, pickaxes), and armor. - Team Upgrade NPC: An interactive menu to trade Diamonds for permanent team buffs (Sharpened Swords, Reinforced Armor, Haste, and Traps). - The Bed Mechanic: Each team has a physical Bed on their island. While the bed is intact, team members can respawn infinitely after a 5-second countdown. If a bed is broken by an enemy player, respawning is permanently disabled for that team. - Combat & Knockback: Implement real-time hit registration, damage calculations, and visual velocity knockback when striking an enemy player with swords or knockback sticks. ### 3. Server-Side Anti-Cheat Validation Suite - Movement Verification: Implement strict server-side speed and coordinate tracking. Reject movement packets if a player's velocity exceeds the maximum possible walking/knockback velocity (Fly Hack and Speed Hack protection). - Hit-Register Verification: Validate all combat packets on the server. Reject hits if the distance between the attacker and the victim exceeds a strict maximum block reach or if the line-of-sight is completely obstructed by solid blocks (Reach and KillAura protection). - Interaction Verification: Verify player click rates (CPS checks) and ensure a block can only be placed or broken if the player is structurally within interacting range and possesses the matching tool in their active server-side inventory. ### 4. Global Leaderboard & Player Progression System - Persistent Stats Tracking: Track individual player profiles across sessions, logging total Wins, Kills, Beds Broken, Games Played, and current Level/XP. - Real-Time Global Leaderboard: Build a global sorting system driven by a Redis Sorted Set (ZSET) to instantly pull and display the top 100 players globally, filterable by 'Wins', 'Beds Broken', and 'Kills'. - UI Integration: Design a clean, visual Leaderboard menu in the main lobby, allowing players to view global rankings alongside an overlay summarizing their personal lifetime statistics. ### 5. Graphics, Polish & UI ("Exact But Better") - Visuals: Clean, high-fidelity voxel or styled low-poly aesthetic mimicking Minecraft but featuring modern web lighting, satisfying particle effects on block destruction, and smooth camera transitions. - Game Status UI: A real-time, scannable HUD showing current player inventory, team bed status (Alive/Broken/Eliminated), a match timer, and kill feeds. - Sound System: Hook up sound effects for block breaking, purchasing items, bed destruction, and combat impacts. ### 6. Code & Build Isolation Rules Please invoke the Project Manager Agent to break this into a sprint plan (UI/Canvas setup, WebSocket connection, Gameplay Logic, Anti-Cheat loop, Leaderboard processing). Ensure every single agentic code pass runs through the automated security scanner to guarantee secure, unprotected API-free WebSocket routes.

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Project Tasks

44 planning tasks
#1

Generate system requirement document

0m 47s0.05 cr used
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#2

Generate personas & user flows

0m 6s0.05 cr used
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#7

Create flow for Bedwars Player

0m 5sCredits in parent
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#8

Create flow for Leaderboard Viewer

0m 5sCredits in parent
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#9

Landing

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#24

Fix Landing review finding: The requested hero composition places the three mode cards…

0m 37s0.02 cr used
Error
#23

Fix Landing: The requested hero composition places the three mode cards beside the bed render, with…

0m 39sCredits unavailable
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#17

Landing / Hero

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#18

Landing / Mechanics

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#19

Landing / Mode Select

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#20

Landing / Entry Actions

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#21

Landing / Footer

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#22

Footer

0m 19sCredits in parent
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#10

Login

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#38

Fix Login review finding: The decorative hazard band overlays and obscures readable…

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#25

Login / Navigation

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#26

Login / Access Panel

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#27

Login / Footer Slot

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#37

Fix Login: The decorative hazard band overlays and obscures readable login intro and profile text.…

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#11

Lobby

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#29

Lobby / Navigation

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#30

Lobby / Hero

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#31

Lobby / Mode Select

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#32

Lobby / Team Status

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#36

Lobby / Player Card

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#33

Lobby / Stats Summary

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#34

Lobby / Leaderboard Entry

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Lobby / Footer

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#12

Sign Up

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#40

Sign Up / Navigation

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#39

Sign Up / Content

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#41

Sign Up / Footer

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#13

Leaderboard

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Leaderboard / Navigation

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Leaderboard / Masthead

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#44

Leaderboard / Ranking Table

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#45

Leaderboard / Return Band

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#46

Leaderboard / Footer

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#14

Match

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#15

Item Shop

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#16

Team Upgrades

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#28

Navigation

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#5

Architecture

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#6

Workspace task plan

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Landing design preview
Landing: Read mechanics summary
Landing: View mode cards
Sign Up: 1. Submit enrollment
Sign Up: 2. Fix validation error
Login: 1. Submit credentials
Login: 2. Retry invalid credentials
Lobby: Select mode
Lobby: 1. View team assignment
Lobby: 2. Reconnect session
Match: 1. Collect spawned resources
Item Shop: 2. Trade Iron and Gold
Item Shop: 3. Retry rejected purchase
Team Upgrades: 4. Trade Diamonds for buffs
Team Upgrades: 5. Retry rejected purchase
Match: 6. Attack enemy with sword
Match: 7. Reposition after rejected hit
Match: 8. Break enemy bed
Match: 9. Respawn on countdown
Match: 10. Reconnect after disconnect
Lobby: View updated stats
Landing design preview
Landing: Read mechanics summary
Landing: View mode cards
Sign Up: 1. Submit enrollment
Sign Up: 2. Fix validation error
Login: 1. Submit credentials
Login: 2. Retry invalid credentials
Lobby: Select mode
Lobby: 1. View team assignment
Lobby: 2. Reconnect session
Match: 1. Collect spawned resources
Item Shop: 2. Trade Iron and Gold
Item Shop: 3. Retry rejected purchase
Team Upgrades: 4. Trade Diamonds for buffs
Team Upgrades: 5. Retry rejected purchase
Match: 6. Attack enemy with sword
Match: 7. Reposition after rejected hit
Match: 8. Break enemy bed
Match: 9. Respawn on countdown
Match: 10. Reconnect after disconnect
Lobby: View updated stats