Questions about games which require constant online presence of a player.

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0
votes
2answers
57 views

How could I host my multiplayer servers?

I have a question. How could I host my multi player game? To be more descriptive, I am developing a 2D online game. I want there to be a server list, where the player can see all of the currently ...
0
votes
1answer
47 views

“Game Property Values” for online game on Database or somewhere else?

I'm working on a online game but, what would be the best way to store values like damage,movespeed,turnrate, and so on.. ? My answer would be, to store them in a Database, so they can easily be ...
13
votes
7answers
3k views

How can I let new players effectively compete with long-time players?

When new players join my strategy game, they have 3 days of protection from other players attacking them, but that's not enough time to catch up to players who have been playing for longer. How can I ...
1
vote
1answer
77 views

Connecting players in an Online TCG

I've been developing single player games for a while now and I have decided to start working on a online PC(and maybe mobile) TCG. The design is almost complete and I can cover most of the code as far ...
2
votes
1answer
144 views

Is host advantage real?

I'm sure many of you have heard the term host advantage through out your time playing action video games. However, I was curious if this was a real studied and proven concept in game design, computer ...
0
votes
2answers
129 views

Synchronizing mob states in online multiplayer game

I'm developing an exploration-based platform game in which from the start there were plans about including local multiplayer support, but recently I've been considering an online multiplayer mode, ...
3
votes
2answers
180 views

How do I maintain an online users list?

In a multiplayer JavaScript game client, is it a good idea to poll the server periodically to refresh online user list, or keep track of joined/left users? Is there a better option?
3
votes
3answers
476 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? ...
1
vote
0answers
18 views

How do I design an online-based add and rate game? [closed]

I want to design a web-based "game" where people add words, plus other information related to the added word. Others should be able to rate each of these entries and the ratings add up to the person's ...
0
votes
1answer
86 views

When will the computational powers be strong enough to let play big games like Battlefield, COD from cloud? [closed]

Is there any current service similar to Steam but without having to download any games? In other words, buy digital rights to play and play from the cloud? How much bandwidth would be necessary to ...
1
vote
0answers
139 views

How should I handle “real time” events in an online strategy game? [duplicate]

Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get ...
1
vote
0answers
104 views

How to perform game object smoothing in multiplayer games

We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
5
votes
2answers
98 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) ...
1
vote
2answers
124 views

How to display top-down 2D online game [closed]

I'm new to game development (but not new to software development). As a personal/learning project, I'm designing an overhead-view 2D online RTS game (static, no scrolling). The first cut will pretty ...
0
votes
2answers
162 views

How to handle player input in online game with ping jitter?

I'm currently working on an online game and basing my networking architecture around this Source Multiplayer Networking article. However, I'm a little stuck on how the user input works. The article ...
1
vote
1answer
55 views

Increase Precision on multiplayer location drawin

I'm building a multiplayer snake-like game with Javascript. I'm having problems with the precision of the opposite players location not reacting fast enough. Which in turns makes the worm "crash", but ...
0
votes
1answer
255 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 ...
8
votes
3answers
321 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 ...
1
vote
2answers
184 views

Implementing the “earn resource every N seconds” mechanism common to F2P games

In many free-to-play games, play will be rate limited in some manner by a resource that you naturally earn on a timed interval, but can opt to increase artificially through buy-ins. A current example ...
4
votes
3answers
297 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, ...
5
votes
3answers
311 views

How to make sure user is running the newest version of mmo client?

In typical mmorpg game, you have a launcher and a client. You first run the launcher to update the client, then you run the client. In every mmo I tried if you run a client without updating first (if ...
-2
votes
2answers
674 views

How does streaming of games work? [closed]

In the last few years, lots of companies (such as OnLive or Gaikai) have begun providing games "from the cloud" as an online stream, which doesn't require the full game to ever be downloaded. How ...
2
votes
3answers
590 views

Sending high scores to a web server in an open source game

I've never dealt with sending/receiving data from web servers in my games, so I absolutely have no idea how to do this. I tried googling for a good solution but couldn't find anything satisfying. I ...
-1
votes
1answer
91 views

PHP keeping track of how many online rooms exist [closed]

I'm making an online card game project but now I have a minor issue: In my game there are rooms that users can join. How do I find out how many created rooms there are? I thought about using a ...
1
vote
1answer
481 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 ...
0
votes
2answers
104 views

Where should I place input/output console for server?

I'm developing a simple 2d online game and now I'm designing my server. The server will be run on linux vps and I need a way to communicate with it (for example to close it, and as it will be run on ...
0
votes
3answers
368 views

Persistent Data for Multiplayer, Browser-Based Games

What is generally used to store persistent data in online games - browser games/facebook apps, in particular? I have used MySQL in web development before - but I've read that it's not very scalable, ...
1
vote
0answers
125 views

Input and packets handling when using render interpolation

I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...
-1
votes
2answers
438 views

Online scoreboard in Python?

So my friend and I are working on an arcade-style game in Python and Pygame. We're beginning to look at the feasibility of an online leaderboard, given our current programming backgrounds. Such a ...
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 ...
1
vote
2answers
362 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 ...
7
votes
3answers
935 views

Multiplayer tile based movement synchronization

I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every ...
4
votes
2answers
714 views

How do client-server cooperation based games like Diablo 3 work?

Diablo 3 cooperates with Blizzard servers even during single player games. In fact, Blizzard has had problems with the games "melting their servers." I would like to ask: How do the client and the ...
0
votes
1answer
172 views

Syncing properties across a game server

I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately ...
1
vote
1answer
247 views

How can I keep track of a battle log on a web game?

Recently I started working on a Web turn-based PvP RPG game. Now I'm working on the battle system but I encountered some issues: How can I keep track of everything that happens in the battle? It ...
0
votes
3answers
967 views

Creating online game for android

What protocol is used to develop real time update games over the internet? From my research here is what I understood: You cant make one device (phone) as server to host room, you need real server ...
1
vote
2answers
174 views

Storing Player Location/Data in an Online Game

I know this question has been asked and answered in some threads, but I'd like a more beginner dumbed down explanation. So player information, specifically direction and position, need to be updated ...
1
vote
1answer
370 views

About online game servers and how to handle data

So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor ...
2
votes
2answers
468 views

What are my tool options to prototype a 2D online multiplayer game? [closed]

I'm looking for the best tool to allow me to quickly put together a 2D game that relies largely on networking. It's extremely likely that this game will require a server side program to constantly ...
1
vote
4answers
854 views

What are different types of online game formats besides Flash? [closed]

I am currently looking into making a website that hosts various online games and would like to support as many formats as possible no matter how obscure. I was wondering if anybody could inform me on ...
-2
votes
2answers
2k views

Is there a portal dedicated to HTML5 games? [closed]

Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not ...
1
vote
3answers
919 views

How do RPG store and retrieve maps?

I'm making a very basic online RPG (2d, and instead sprites I use characters, like a roguelike) and I still haven't figured out how to store and retrieve maps. Until now I used a text file that's ...
9
votes
6answers
4k views

How to fight against memory editing cheat software?

What is the best way to protect run-time memory from such software? We just published an online game (written on AS3, Flash, published on a social network), and pretty much all of the players got ...
14
votes
7answers
531 views

Ways to manage changing designer data alongside changing player data

I have an online game where players get to shape the world in some way - eg. Ultima Online's housing, where you get to build your houses directly onto certain parts of the world map. These are changes ...
8
votes
3answers
532 views

What online games would let me practice AI development?

I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable ...
20
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? ...
3
votes
1answer
93 views

Dealing with disconnected users

Just a strange question. I was thinking about it today. About a poker game website/apps or any online gaming platform with money being involved. What would be the best way to deals with disconnected ...
0
votes
1answer
264 views

What early design decisions are important for creating “performant” multiplayer games?

I want to create online games and focus on the performance from the beginning. I searched on the internet, but didn't find any an particular answer concerning the design level or development level ...
10
votes
2answers
400 views

Is it wrong to transmit information about a user's machine to my own servers without informing the user?

Let's say I ship a game on multiple platforms. My game code detects a few trivialities about the underlying system, like the local settings, the "country," the OS, the kind of graphic cards, etc. ...
0
votes
2answers
2k views

What technologies were used to create “Dueling Network”? [closed]

I want to make a similar browser online multiplayer game like "Dueling Network" (link below) but for a different TCG. What technologies you believe they used to create it? Could anyone kindly refer ...