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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9
votes
2answers
1k views

Is Xbox Live suitable for a multiplayer FPS?

I'm working on a basic first person shooter. I would eventually also like to publish it on Xbox Live. If I do this, will I still have access to parties (invite and chat)? Does Microsoft provide ...
8
votes
3answers
329 views

How important is online multiplayer?

I am making a small game that has four players. It can be played with 1 or 2 players locally, with the remaining players controlled by AI. I am considering online play, but it is an area I know very ...
0
votes
0answers
18 views

Tech recommendation for simple multiplayer browser games [on hold]

I want to create a simple multiplayer browser game. It's basically a simplified chess game, where players would move pieces and I'd program a specific set of rules on the engine. I am proficient in ...
1
vote
0answers
54 views

Best view for 2D Android game in Xamarin [on hold]

I am trying to create a 2D multiplayer turn-based cooperative game for Android in Xamarin with possible future implementations for Windows Phone and iOS. The main inspiration for my game is Pandemic. ...
3
votes
1answer
59 views

Executing commands at the exact same time on 2 or more computers

I have an RTS game, with deterministic simulation, but if I want multiplayer to actually work, I need commands sent between computers to be executed at the exact same time. My game's networking is ...
0
votes
1answer
54 views

Mutlplayer game organization [on hold]

I'm planning to create an RPG that you can play in multiplayer. The graphics will be simple ASCII. I will do the client C and the server in Python. Having never done a multiplayer game was wondering ...
0
votes
1answer
34 views

Using IPAD's as controllers for a Unity game

We are making a Multiplayer game using Unity. The actual game would be run from a PC projected on a screen and the players would be using their respective Ipad as a controller to play the game. I am ...
-1
votes
0answers
30 views

2 players turn based multiplayer android game development [closed]

I know it has been asked many but yet I can't find an answer. Currently I don't have a Google developer account yet, so I can't use the Google play multiplayer service and it also limits me to ...
0
votes
2answers
205 views

Multiplayer game object prediction & server reconciliation

In the game we have 3 objects. Player 1 Player 2 Ball The game is simulating in the server. The players simulated with Prediction and Server Reconciliation. It's working smooth with 100ms - 120ms ...
0
votes
0answers
39 views

Unity3d Multiplayer Game | Personal Camera [on hold]

I'm working on a multiplayer game on unity3d . so here comes the question...How can i attach a player clone to the script on a camera clone , just after the game started? I mean , I need to attach the ...
0
votes
2answers
77 views

Handling early/late/dropped packets for interpolation in a 3D multiplayer game

I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this ...
0
votes
1answer
66 views

How to pass a turn to AI and draw its move in a game?

I am writing a simple game for 2 players, where they have to make turns after each other (select a few objects to remove from the screen) and press "End turn" at the end to pass the turn to another ...
0
votes
1answer
264 views

Basic Connections Through Socket Server

I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the ...
5
votes
2answers
367 views

Running multiple box2D world objects on a server

I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out ...
-1
votes
1answer
132 views

Show message to one player issue in multi-player game

I Needed to show message to only one person of the multi player game,i am using smartfoxserver to developed a board based game and in this game how to differentiate 2 players in unity c#,and also how ...
7
votes
3answers
442 views

How can I keep two racing players synchronised?

I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
0
votes
0answers
75 views

Google Play Game Services - Handling messages via p2p, host or no host?

I am developing a real time multiplayer game using Google Play Game Services. The underlying networking is done via P2P. Everything I read says I should still have a game host that sends out all the ...
0
votes
1answer
138 views

How is shot synchronization implemented in multiplayer FPS?

I'm building a 2D multiplayer shooter game. I have singleplayer working and started working on multiplayer part (server code,...) and there is one thing I just can't get my head around. When player ...
5
votes
2answers
169 views

How do I maintain game balance while promoting interaction between dead and alive players? [closed]

How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)? Some background: ...
1
vote
0answers
39 views

Google turn based multiplayer automatch criteria

I've set up a multiplayer game using Google's turn-based API. I now want to put some qualifiers on auto-matching and am racking my brain on how to solve this issue... I'm using GetVariant() to ...
0
votes
1answer
60 views

Multiplayer and creeps (NPC enemies): how to compute bullet hits given the lag?

We are making a multiplayer co-op game, where players will shoot not each other but AI enemies (creeps), controlled by the game. The chosen implementation is client-server with an authoritative ...
1
vote
1answer
106 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 ...
4
votes
2answers
165 views

How can I get a list of servers hosted by my players?

I'm writing a multiplayer 2D online game, where game servers are hosted by the players. I want to show players a list of the currently hosted game servers. How would I do that? I know how to let ...
5
votes
2answers
110 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
2
votes
3answers
439 views

Best way to handle realtime melee AI in authoritative network environment

So i've been working on a multiplayer game for a bit; it's a co-op action RPG with real-time combat. If you've seen or played TERA, I'd say it's comparable to that, but not an MMO, heh. I'm currently ...
3
votes
3answers
623 views

Limitations of p2p multiplayer games vs client-server

I am reading up on multiplayer game architecture. So far most of the articles i've found deal with the client-server model. I'd like to know what are the limitations for using a p2p architecture? ...
0
votes
2answers
62 views

most effective storage of logged information [closed]

I am currently implementing basic logging of information on my multiplayer game and I want to have the most effective method. To log when a player connects and disconnects to a the server it ...
2
votes
1answer
47 views

How to sync gamestate between server and clients in turn based 4x game?

Background information: I am developing a game similar to other 4x games like Sots, MoO,... I am storing all information about the game(like star/planet/ship/fleet positions, owners and a lot of ...
7
votes
4answers
1k views

Is a multiplayer game in JavaScript a bad idea?

What are the possible downsides to using (client side) JavaScript when creating a multiplayer game? Game description: It's an MMORPG/RTS. That means players actively contribute to structures in the ...
1
vote
3answers
112 views

How to handle network game [closed]

I'm currently building my own game using LIBGdx in JAVA but i'm facing some trouble. My game is base like this : A player have a position and some other parameters that are float, int types. He also ...
1
vote
1answer
76 views

how to store game state for a multiplayer board game eg. poker

First Approach: Store the state in database and play with database queries. Could a database handle the load, as poker is quite fast paced, and I have to query/update database for each player move. ...
1
vote
1answer
86 views

How do console games avoid port forwarding with user hosted servers?

On AAA xbox games (Call of duty, etc.), the company acts as a matchmaking service but the users host all of the games. Because not everyone has ports forwarded on their router, how do these games ...
1
vote
2answers
57 views

Correct way of modelling for a multiplayer FPS game

I was wondering what was the best way to model characters for an first person shooter game? Assuming I have 2 modes to show, first person view (the player's view) and 3rd person view (viewing other ...
6
votes
2answers
353 views

How can I debug live multiplayer servers effectively?

I have a multiplayer server made by a small team of developers and we have bugs that crop up on our live server occasionally that we simply can't reproduce while playing with our small team on a live ...
2
votes
2answers
141 views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
2
votes
1answer
39 views

Wake locks in Android multiplayer games

I'm porting an FPS game to Android, and I have a question about the use of wake locks. Should the client acquire a wake lock when it connects to a server to keep frames running at a proper rate when ...
0
votes
0answers
46 views

How does character creation work in 2D games? [duplicate]

My question is how does character creation work in (multiplayer) 2D game? For example player wants to have long yellow hair, black armor and white leggings. What should I do? Already have all ...
-1
votes
3answers
196 views

Handling packet impersonating in client-server model online game

I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet ...
1
vote
0answers
40 views

Ensure packet owner from connection is the authentic user [duplicate]

In a multiplayer game, how can you be sure that the IP from a packet is the real IP? By spoofing I could send, for example, a "suicide packet" which tells the server that the owner of said packet ...
2
votes
2answers
157 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 ...
0
votes
1answer
192 views

HTML5 canvas multiplayer game with node.js and Isogenic engine [closed]

I want to create a multiplayer game using Isogenic engine i understand that this technology uses html5 and canvas for rendering graphics in frontend and node.js for backend. I started working on how ...
13
votes
6answers
2k views

Creating a seamlessly looping 2D multiplayer level?

A discussion came up recently about how to create a 2D side-scrolling multiplayer game that can have an looping level design (Think of Starbound and how their worlds are looping). I thought the ...
0
votes
0answers
78 views

Realtime Multiplayer Server for Backgammon in Unity2D

I am doing a project as a student. As I'm developing a Backgammon game for iOS and Android. I have faced the problem of choosing the best method for my server. In this game users will join a room to ...
-1
votes
1answer
657 views

Matchmaking system in Unity

I was wondering, how would one go about making a matchmaking system in Unity? I've tried some ideas with the Master Server, but it wasn't doing its job right, since thats a lobby based solution. I ...
2
votes
1answer
71 views

how did coordinate-handling in old flightsimulators work?

Im currently working on a combat flight simulator pure for own fun. Using a floating-origin i thought the float inprecision was history, however this was the case untill i tried adding multiplayer to ...
1
vote
1answer
493 views

php multiplayer game - server&client model

I'm working on a simple round&web-based multiplayer game. The idea of the game is very simple: The players get an array of audio files which they listen to and write the transcripts for in 5 ...
2
votes
0answers
76 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 ...
13
votes
2answers
2k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
10
votes
7answers
400 views

How can I make permanent death in a MUD seem acceptable and fair to players?

I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have ...
0
votes
2answers
171 views

How can i get almost pixel perfect collision detection in a multiplayer game?

I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm ...