2
votes
0answers
67 views

Pitfalls in designing a coop dialog system [closed]

I like the complex, branching structure of games like visual novels and RPGs like Mass Effect. But I also like multiplayer cooperative games. So I thought, "What if there was a multiplayer dialog ...
2
votes
1answer
94 views

Multiplayer FPS Gameplay: How to encourage players to dispense ammo?

In the Battlefield: Hardline beta, players can now obtain health and ammo directly from other players, without having to ask for it via the command rose. Here's two examples of how asking for health ...
-1
votes
1answer
121 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
294 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
381 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
186 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 ...
5
votes
1answer
257 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
577 views

Multiplayer game sdk for ios and android [closed]

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 ...
1
vote
1answer
352 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
190 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? ...
4
votes
6answers
701 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 ...
16
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 ...
0
votes
1answer
201 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
264 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 ...
7
votes
3answers
3k 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 ...
3
votes
4answers
603 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 ...
22
votes
13answers
3k 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
4k 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 ...
15
votes
2answers
1k 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 ...
6
votes
3answers
2k 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
516 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 ...
3
votes
4answers
461 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
827 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
952 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
1k 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 ...