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A fair assessment, I think. The networking features in DragonRuby are not among its greatest strengths.

It was very brave of you to make a multiplayer game for a game jam. In other jams (with more participants) I’ve seen people struggle to get players online at the same time. One solution I saw was the game dev giving their contact details and offering to play against anyone who was interested. The best solution I saw was a game where the multiplayer was not in real-time but recorded so you compete against the last 99 players. 

I’m glad you liked DragonRuby. I like it a lot, as you probably guessed, and I hope you continue to make games with it. Either way, I wish you great success with your future games. 

(+1)

I have been thinking that with the simplicity of DragonRuby it would be really cool to add some simple networking in the same style as the rest of it. like args.network << {hash of interesting things like the target and so on}  that would just-work. Simple websocket communications. If I can dream :) 

I will probably do my next small project also in DR.. I really love how simple it is and as a quite experienced developer (just not in games) it fits my way of thinking since it's "just programming" and not a complicated engine to learn. If I want to make the project in any of the engines I actually don't know where to start. In DR there is no such question. Just boot up emacs and start coding... 

I'm sure there are a number of people who would appreciate having an extension to do that. Right now, there are not many people clamouring for socket communication but the subject comes up regularly. It would be possible to implement using C extensions (in DR Pro, for DR Pro). For all I know, it might even be easy to do if you leverage existing C libraries. If you wanted to charge for that extension, DragonRuby would support you in that.