Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P

  1. Game is a 2D RPG. Think of Secret of Mana.
  2. Game is online multiplayer, but not MMO sized.
  3. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around.
  4. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine.
  5. The server should be responsible for the game engine and all the calculations.
  6. This means the server is doing all the work and the client is mostly a dumb terminal.
  7. Server language is c#
  8. I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level.
  9. Preference for commercially supported tools.
  10. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions.

So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client.

So... any suggestions?

share|improve this question

closed as not a real question by Tetrad Mar 25 '12 at 17:18

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.If this question can be reworded to fit the rules in the help center, please edit the question.

1  
I think the biggest problem with the design you are looking for is the focus on the server and the requirement of using c# to implement it. Yours server costs are going to be unnecessarily huge when a lot of work could be done on the client in js, talking to the server to update positions etc. Thin-client style game play over http is just not going to be quick enough imo. The only tech i can think of that would fit some of your requirements would be MS WCF RIA Services, but nothing to do with a game engine. my 2c. –  Layoric Nov 26 '11 at 22:19
    
Yeah, I know : ( but the game is multiplayer so the client has to be thin or else cheating becomes a big issue. I have heard however that Websockets can make the latency feasible. The constraints are hard for sure so I want to avoid making the wrong choice on platforms and wasting a lot of valuable time. I've also decided that 2D is just not the way to go and will instead focus on a 3D style similar to the Warcraft 3. –  Thirlan Dec 4 '11 at 15:59

Browse other questions tagged or ask your own question.