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Looking for some guidance or what has worked well for others in implementing a multiplayer FPS/TPS type game on tablets (probably just 2-6 players at a time).

The main issue being that tablets/phones are typically "less" connected than say a console or pc might be. And therefore, my thought is that to have complete Server authority of everything is not going to work. But maybe I'm off base on that.

So I guess I'm struggling with what (if anything) should happen on a central server and what should happen locally. Or is centralized approach even needed?

Some approaches I might do: Player movement : my thought is to control this locally (player-owner) and update server with positon (which then sends out to other clients). Use client side prediction for opponent players so that connection loss will not show a plane for example stop in mid air. Server will send update and try to smoothly correct an opponent player position to server updated one.But don't update owners position on owners device from server.

Powerups (health kit/ammo/coins/etc) : need to see them disappear immediately, so do it locally. Add the health locally, but perhaps allow for server correction. If server doesn't see player near that powerup, reject the powerup and adjust server health for player.

Fire weapons: Have to see it happen right away, so fire locally, create local bullet and send on its way. Send rpc to server so that this player on other clients also fires.

Hit detection: Get's trickier. Make bullet/projectile disappear locally, and perhaps perform local hit animations (shaking, whatever). non-authoritative approach=> take the damage locally and send rpc to server or others to update health and inform of hit. Authoritative approach->Don't take the damage, or adjust health. Server will do that if it detects a hit.

Anyway that's my current thought stream. Let me know what you think of the above or what has worked for you.

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closed as too broad by Josh Petrie Jul 8 at 3:08

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