A game which is played by several players. The players may be working cooperatively or competitively (either against each other or the game).

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210
votes
12answers
11k views

Is there an optimum set of colors for 10 players?

I need to identify 10 players with a unique color for each on the map. Is there an optimum set of 10 colors to use in this case? Every set I come up with has some colors too similar. Update: I was ...
57
votes
6answers
12k views

How to write a network game? [closed]

Based on Why is so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load ...
14
votes
6answers
2k views

What are some ways to prevent or reduce cheating in online multiplayer games? [closed]

Punkbuster exists just to prevent cheating, and yet cheating is common in punkbuster enabled games. Modern Warefare 2 is seriously locked down from the end user running their own server or making any ...
28
votes
8answers
19k views

How can I make a peer-to-peer multiplayer game?

How can I make a p2p multiplayer game? I would like to have a server-less multiplayer game. But then, how all the clients know each other? Why the p2p-protocol is so famous in file transfer but not ...
17
votes
3answers
4k views

How does client-side prediction work?

I've read Valve + Gafferon and hundreds of pages from Google, but for whatever reason I can't get my head around client prediction. To my understanding, the basic problem is: Client A sends input ...
21
votes
5answers
4k views

Game logic on the server! Good or bad?

I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
22
votes
4answers
1k views

How do I avoid “too” lucky / unlucky streaks in random number generation?

I'm currently dealing with a multiplayer combat system where the damage dealt by the players is always multiplied by a random factor between 0.8 and 1.2. In theory, a truly random RNG may eventually ...
11
votes
3answers
9k views

Best solution for multiplayer realtime Android game [closed]

I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best: Make server on PC, and client on mobile, all communition ...
11
votes
5answers
3k views

Network layer libraries [closed]

I'm looking for any network layers that are available to add to my game, either free or with fair pricing for indie games. By network layers I mean some sort of library which I can interface with, ...
9
votes
3answers
3k views

Interpolating positions in a multiplayer game

In order to save bandwidth in my multiplayer game, I do not update every object every server tick, instead each object has an updateRate which tells the game that this object is expected to be updated ...
13
votes
4answers
2k views

How should I track players' real-time positions in an MMO?

How do you keep track of the positions of the players in a MMORPG? I read that you can use either a database or you can store the coordinates in files. I tried using a database but it was slow. How ...
5
votes
1answer
316 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 ...
4
votes
6answers
800 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 ...
10
votes
3answers
886 views

How do you design a record/replay system for a frequently changing game?

I'm working in a free MMORPG and I have a problem. I'm (with other people) developing a video recording system for the game. The idea is basically: we record all the packages sent & received with ...
14
votes
2answers
2k views

How should multiplayer games handle authentication?

I've been lurking around to understand how an authentication system would work in games, but after many searches, it seems that working with ssl/certificates could be a little complicated for just a ...
17
votes
6answers
1k views

In what kind of variable type is the player position stored on a MMORPG such as WoW?

I even heard J. Carmack quickly talk about it... How a software can track a player's position so accurately, being on a such huge world, without loading between zones, and on a multiplayer scale ? ...
7
votes
3answers
4k views

Tips for communication between JS browser game and node.js server? [closed]

I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would ...
17
votes
3answers
3k views

How to make a multiplayer game work reliably behind NAT?

Even games that are 100% client/server sometimes have issues when the client is behind NAT. Peee-peer games are even a bigger issues. Some games need to use multiple transports (such as UDP and TCP) ...
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 ...
19
votes
4answers
4k views

Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?

I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...
8
votes
6answers
3k views

Which server platform to choose

I'm going to write a server for an online multiplayer with these requirements: Pretty simple turn based game (think a card game) that is played entirely on the server (security reasons) Must be able ...
7
votes
1answer
3k views

Network client-server message exchange and clock synchronization help

i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter. This is how the ...
13
votes
1answer
1k views

How do game clients know that a server is running on their LAN?

In lots of multiplayer games there is the option for LAN play. My question though is how does a client know where a server is on the LAN? The only ways I can think of Send out broadcasts over the ...
8
votes
2answers
4k views

How to structure a simple game server for a multiplayer game?

I would like to create a simple multiplayer game server for a simple game: The game is supposed to be similar to Command & Conquer, you have a few tanks and a few soldiers. You can select one ...
2
votes
1answer
626 views

Better ways of handling the server for a Multiplayer Browser Based Game [closed]

I am looking to create a multiplayer browser based game, similar to tribal wars and such, and i'm trying to think of better ways of handling the server, for example when troops and buildings are ...
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 ...
8
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 ...
4
votes
2answers
672 views

How can I alleviate network lag issues with players from other countries?

I am developing a small multiplayer game where players move through the map and interact with each other. The game is written in VB.Net. When I tested my game with players on a LAN everything worked ...
8
votes
4answers
448 views

Clientside anticheating in multiplayer game 1vs1

I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no ...
5
votes
4answers
849 views

How significant is the addition of multiplayer to a singleplayer game compared to starting with multiplayer in mind?

Especially for game designers or software engineers, I was wondering how significant of an increase in difficulty/frustration/workload it would be for multiplayer to be an afterthought of a ...
8
votes
2answers
468 views

What are the restrictions of 3g online games

I am looking into make a 3g online multiplayer game for the iphone. Multiplayer is my main focus but I have noticed all game apps require wi-fi. Dose anyone know if this is simply an issue with the ...
3
votes
3answers
1k views

Prevent Multiplayer Cheating

I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
1
vote
1answer
126 views

Why is there a huge update-delay in my client/server code?

I'm working on my Java game with Libgdx and having trouble with the network code. I can create a server, make multiple clients connect to it, but there is a huge delay between the player's input and ...
1
vote
2answers
375 views

How do we adapt our game to work over a network?

A friend of mine has made a Java version of a popular board game in Java, and has it working for multiplayer on one PC with different turns for each player. He's mentioned he wants it to eventually ...
1
vote
1answer
486 views

Implementing an online database

I'd like to get into online games programming. I thought that as a start i'd be a good idea to implement an online database that would store the progress and score for a game i have made, i'll ...
1
vote
1answer
347 views

Wise approach to becoming good at C# XNA

Would finishing an entire course about C# at HomeAndLearn.co.uk and then jumping into XNA be a wise path to take? Ultimate goal is to create a multiplayer 2D game.
0
votes
1answer
276 views

network programming: simultaneous IO over sockets?

In my curses based game, I decided to add multiplayer functionality over net, in addition to one-keyboard mulitiplayer game. I use switch loop and in case it's 1st user's buttons, user 1 is acting ...
-2
votes
3answers
875 views

Client side code in browser with server communication?

Hey Guys, i want to make a 2d game. I know C++, C#, javascript. I want my game to run in a browser so a user doesnt need to run an exe. I want the game to be multiplayer so it needs server ...