I have to admit, that I'm not really a JS coder. I prefer stuff like Java, C++, PHP etc. That's why my JS looks more like Java actually.
I am by no means a JS expert, but coming from a Java background, I don't see you having much difficulty at all.
I tried a sprite lib for my little game, but I had too much trouble getting it to work, so I wrote my own stuff at the end.
Yes! the learning curve. Never fun, but sometimes necessary when looking at the big picture. I've only browsed your source (which makes sense) and what I noticed is you working really, really (actully too hard) to perform certain functions. This is the beauty of libraries like jQuery (and others) which usually make the code shorter, more readable and most times cross-browser compatible (which can be very tedious otherwise).
Speaking based on my OWN experience, I feel that once devs "understand" the the capabilities of these libraries they immediately jump on board and never look back. My advice would be to take a weekend and play with a few. If they still don't do it for you, well then I guess you lost a weekend.
Websockets seem to be a problem on Firefox, too. I gave up on windows in 1993, so I never had any trouble with IE bugs, but some Firefox version have sockets disabled by default as an example.
I am not aware of any version of Firefox that would have sockets disabled. Can you give me an example?
Websockets are not there yet, but the last holdouts are now fully on board, so I predict a very quick adoption. I am speaking specifically about the online gamers (not necessarily the general public) who are used to meeting minimum system requirements. And that is market that you will be "primarily" targeting (i think).
Here is where things stand as of now:
http://caniuse.com/#feat=websocketsHelping with the game: maybe it would be a good start to get the networking going, so it could be played via network? Might be some fun to test it then, so new devs are attracted and creating some motivation to get the rest of the site going?
I have a server, when you need webspace for testing, or so.
Your code is entirely in JS already, so putting together a client/server (using Node.js) is actually trivial. But, I'm trying to look at the bigger picture here. By employing a full game engine (it would initially complicate things) moving forward you may find yourself with additional opportunities in functionality (and scalability for that matter).
I have only just started "deep" exploration of the web gaming environment, so there is SO very much that I have to learn and understand. I don't want to divert too much attention away from getting the initial platform online, but at the same time this could be a key piece to the puzzle.
I plan on creating a basic prototype for my own game over this weekend, so that I can finish my testing of the various game engines and complete integration with my platform's API. If all goes well, I'd be happy to apply it to your game as well, then you can evaluate it based on your own needs.
BTW - I came across this and immediately thought of your game (it was written using EaselJS):
http://www.atari.com/arcade#!/arcade/combat/play
(or try
http://bit.ly/PH09jH)