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

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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? ...
17
votes
3answers
2k views

Online leaderboard systems for (small/indie) PC games? [closed]

Are there any free/affordable systems/libraries out there for adding online features to a small PC game? (most likely, for a small primarily-Windows-based indie game) I'm not concerned about ...
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 ...
15
votes
7answers
4k views
14
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 ...
14
votes
7answers
536 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 ...
10
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 ...
10
votes
2answers
403 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. ...
8
votes
4answers
231 views

Ensuring that saved data has not been edited in a game with both offline and online components

I'm in the pre-planning phase of coming up with a game design and I was wondering if there was a sensible way to stop people from editing saves in a game with offline and online components. The ...
8
votes
3answers
560 views

What online games would let me practice AI development? [closed]

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 ...
8
votes
3answers
336 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 ...
8
votes
3answers
247 views

How do I price a game that sells internationally online?

If I have a downloadable game or in-game item that I need to sell for a fixed amount in all countries, how do I work out how to set the price? My local currency is UK pounds. Would I come up with a ...
8
votes
4answers
333 views

Best practices for implementing collectible virtual item “packs”?

I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an ...
8
votes
3answers
3k views

Online board game engines [closed]

I would like to create an online implementation of a board game. What engines could I use to write the game and make it easily accessible to as many people as possible? I would like it to be as ...
7
votes
5answers
461 views

Ideas for extending tic-tac-toe game? [closed]

I'm building a 3D tic-tac-toe game and this is what I've implemented so far: 3D renderer with texture mapping Playing against the computer Playing online (multiplayer) Now I'm a little lost what I ...
7
votes
4answers
1k views

Where to start the coding of online leaderboards?

I NEVER, EVER did ANY sort of network code in C++, I don't know even the libraries that exist, but a popular demand for my game is online leaderboards... So, what sort of libraries I should research ...
7
votes
4answers
413 views

Job title for a roleplaying event gamemaster in an online RPG?

I'm considering creating a position in an online RPG where the responsibilities would mainly involve conceiving roleplaying-oriented events and plotlines and executing on them using developer tools ...
7
votes
3answers
979 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 ...
6
votes
4answers
685 views

Has a multi player graphic adventure* ever been made? [closed]

By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, ...
5
votes
3answers
319 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 ...
5
votes
2answers
1k views

Best way to go for simple online multi-player games? [closed]

I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be ...
5
votes
2answers
137 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) ...
4
votes
3answers
312 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
2answers
173 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 ...
4
votes
2answers
752 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 ...
3
votes
3answers
1k 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? ...
3
votes
2answers
193 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
1answer
516 views

Online architecture guide

I am a newbie in gamedev, and I don't know about programmer's problems that can appear during development. So can you advice me some best practice for starting build new online multi-player game ...
3
votes
1answer
94 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 ...
2
votes
1answer
191 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 ...
2
votes
3answers
676 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 ...
2
votes
2answers
487 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
2answers
189 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 ...
1
vote
1answer
252 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 ...
1
vote
1answer
440 views

Mini Game Platform for PC - similar to Warcraft III Custom Games

I think it would be fun to make a game for pc that has an online community like Warcraft III (the RTS, not the MMORPG), aka there's lobbies and chat rooms and users can host games to play with ...
1
vote
1answer
88 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 ...
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 ...
1
vote
2answers
374 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
533 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 ...
1
vote
2answers
178 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
3answers
945 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 ...
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 ...
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
111 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 ...
1
vote
2answers
129 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 ...
1
vote
0answers
136 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
vote
1answer
391 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 ...
1
vote
4answers
911 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 ...
0
votes
2answers
87 views

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

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 ...
0
votes
2answers
136 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, ...