Tagged Questions
-1
votes
1answer
42 views
Android TCG structural design [closed]
I started developing tcg for android, using ADT bundle.
What is the right approach/way for making/storing cards/game info, local sqlite, some kind of data file? some service? or something else?
4
votes
3answers
236 views
Is it worth having AI opponents step in for disconnected players in an online multiplayer card game
I have an online multiplayer card game resembling spades/bridge and I want to implement a system that autoplays when a client disconnects. Right now, there is a client and server. In the new system, ...
4
votes
1answer
185 views
How to develop multi-player game without involving server side code?
There have been lot of cloud based frameworks released in past few years. They provide real-time communication among users but does not allow developers to write server side code.
So, how can we use ...
6
votes
2answers
159 views
What to do with old data?
I have a game - virtual soccer manager. It is browser based game. It is split into 'seasons' each of them takes around a half of a real year. The central game element is a soccer match, each team ...
4
votes
1answer
94 views
Handling Different Aspect Ratios for a Multiplayer Game
I'm currently designing a competitive 2D, side-scrolling multiplayer game and I want support full screen play at any aspect ratio (e.g., 4:3, 5:4, 16:10, 16:9). Doing that is not so much a problem, my ...
1
vote
2answers
454 views
Multiplayer game sdk for ios and android
I am working on a multiplayer game supporting Android and IOS.
For IOS Game-Center seems promising. But its IOS only.
OpenFeint could be a option, but now GREE has stopped supporting it.
Is there ...
0
votes
0answers
94 views
How to manage own bots at the server?
There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with.
One of this ...
0
votes
1answer
149 views
Efficient existing rating system for multiplayer?
I would like to add a rating for online version of a board game. In this game there are many game rooms each normally having 3-4 people.
So I expect that player's rating adjustments (RA) should ...
2
votes
1answer
174 views
Does concurrency inherently introduce “randomness” into a game?
When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control?
...
3
votes
6answers
395 views
Developing an ELO like point system for a multiplayer gaming site
I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through ...
15
votes
6answers
1k views
Handling player logoff and logon in a persistent world without breaking immersion
One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply ...
-1
votes
1answer
151 views
Game show game engine [closed]
So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require ...
0
votes
1answer
168 views
Handling Latency in Multiplayer Shoot-em-ups
I had an idea for an architecture, and I was wondering if anyone has implemented something like this or has used AWS or some other service to help?
I thought about using NodeJS + SocketIO to handle ...
4
votes
2answers
207 views
How to do simultaneous action without it being real time?
This is really a pacing question, but there's no tag for that:
The general concept is that the players are working in a team and need to be able to react to eachother's movement and observations as ...
5
votes
2answers
2k views
Realtime multi-player game design principles for Node.js
I've been reading the Valve article on multi-player networking which has been adapted from Yahn Bernier's 2001 paper called Latency Compensating Methods in Client/Server In-game Protocol Design and ...
2
votes
4answers
455 views
Alternatives to a leveling system
I'm currently designing a rough prototype of a mecha fighting game.
These are the basics I came up with:
Multiplayer (matchmaking for up to 10 people, for now)
Browser based (HTML5)
2D ...
-4
votes
1answer
184 views
Game mechanic for a battle between 2 monsters
I'm building a flash game where you have a collection of creatures. It's basically a petting game at the moment, I'd like to know what kind of mechanics I could use to battle them efficiently. I'd ...
21
votes
13answers
2k views
How to implement “bullet time” in a multiplayer game?
I have never seen such a feature before, but it should provide an interesting gameplay opportunity.
So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow ...
1
vote
2answers
3k views
Multiplayer card game using PHP/Ajax and mysql
I am designing a map game, using PHP and MYSQL. I don't know how to make the players who sign-in to the website to see other players who are also connected to the site and be able to chat with one ...
14
votes
2answers
822 views
Should the game host be the authority, or another dumb client?
When designing a networked multiplayer-game where one player hosts and others connect, there are two strategies I'm aware of:
Have the host-player's game be the authority, with all other players as ...
4
votes
3answers
1k views
Multiplayer / Networking options for a 2D game with physics
Summary:
My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game.
What should I do ...
3
votes
2answers
448 views
How to make a chat lobby in my game?
I'm writing my own RTS game in Delphi. Single-player part is almost done and works well and I'm thinking about adding multi-player to it now. There's going to be a lobby where players should be able ...
2
votes
4answers
426 views
Creating a top-view racing game, do I have the right ideas, any suggestions?
I am creating a top-view, multiplayer, arcade-ish racing game, and I want to know if you guys think that I am on the right track, or not. It will work basically like this:
-There are 3 races, and one ...
15
votes
2answers
663 views
Multiplayer Implementation, Can I implement it later if I chose to?
I plan to use XNA to build a game project. I'm not entirely sure at the moment if I want to add multiplayer functionality or not, bearing I have a lot of other problems to solve that I'm still new at. ...
16
votes
12answers
848 views
Balance in online PvP games
I don't know if there's an accepted solution to this wicked problem. I'm thinking about the design of an online PvP game. A key aspect of the game, something that is just a given, and not my choice, ...
6
votes
4answers
727 views
Simplest most effective way to rank and measure player skill in a multi-player environment?
I know of the Truskill algorithm, it's quite complex but effective.
My question is there other algorithms/methods to determine a players skill for accurate measuring for multi-player competitive ...