Inspired by twitch, a class called Mashups, and the secret desire to watch the world burn, this project is a proof-of-concept in handing control of a Unity-built game to the twittersphere.
A node.js server constructs a maze and places Dave in the center. The data of that maze is broadcast to all connected clients – clients being any of the Unity games running in a browser.
The server listens to the twitter stream for appearances of a specific phrase, in this case “#savedave”. If a tweet with that phrase also contains a direction (up, down, left, or right), the server updates Dave’s position in the maze and broadcasts the change, along with the tweet responsible, to all clients.
The clients simply handle rendering the data onto your screen.
You can find the documentation as it stands, as well as a play-by-play account of my terrible panic when everything broke on launch, here.