Refactoring Real-Time Ludo Game Module
Budget: €30 – €250 EUR
We’re building a real-time, multiplayer Ludo game module for our existing React “game-verse” casino hub. Today each client loads and runs the Ludo engine locally (via 13 injected scripts), which leads to inconsistent state—every player sees their own canvas and a full page refresh reloads the game. We need to refactor so that the game logic runs exactly once on the server, and all clients share the same authoritative state and render it locally to an HTML 5 <canvas>.
Key Requirements
• Server-side game engine using boardgame.io (TypeScript/Node.js + Express)
– Single instance of Ludo logic (setup, dice rolls, pawn moves, turn order)
– WebSocket transport for state sync, room management, reconnection
• Client integration in React
– Replace script injection and iframe with a BoardClient component
– Subscribe to boardgame.io state updates and draw via canvas.getContext("2d")
– Capture user inputs (dice throws, pawn moves) and send them to the server
– Maintain full-screen / mobile / desktop UI consistency with existing layout
Key Requirements
• Server-side game engine using boardgame.io (TypeScript/Node.js + Express)
– Single instance of Ludo logic (setup, dice rolls, pawn moves, turn order)
– WebSocket transport for state sync, room management, reconnection
• Client integration in React
– Replace script injection and iframe with a BoardClient component
– Subscribe to boardgame.io state updates and draw via canvas.getContext("2d")
– Capture user inputs (dice throws, pawn moves) and send them to the server
– Maintain full-screen / mobile / desktop UI consistency with existing layout