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1

You could probably benefit of a data driven approach. I'm assuming the premisse that every card might have one or more associated effects, or it can just have some stats and no special effect, something like M:tG. You can create the effects each on it own class and probably use a factory to generate them as the cards are instantiated. The more generic the ...


3

All the answers above are great, but I'll add another piece: Some games have a very solid replay feature, which allows to save every game's replay after the game's end in a compact format, and watch it in various ways - different player perspectives, real-time statistics UI and so on. Example that I'm very familiar with: Starcraft 2. One of the ways that ...


1

First, a server doesn't have to be a dedicated server. A while back, starcraft for example, the creator of the multiplayer game was also the server running the game, the one that coordinated all other players. So p2p can work with a server. Second, in real-time games, the method you describe could work, except that the servers continue to advance the game ...


0

You can do as Phillip suggests and build your protocol over HTTP, or even use one of many existing protocols that work over HTTP such as SOAP. However, if this is not enough for your needs, I recommend you consider making your game work on your custom protocol on the port of your choice. You can have your game have some basic requirements, such as a ...


1

Or why not actually use HTTP as a communication protocol? You could make your application communicate with the server using SOAP. When you do not want to do this, you could trick most deep packet inspection software by using port 443 (HTTPS, rarely blocked when normal HTTP is allowed) and pretend to do a HTTPS handshake. Whether or not you actually encrypt ...


2

As suggested by the top link in my Google search (http://elo.divergentinformatics.com), you could calculate the individual changes in a players Elo rating (your R values), and then sum them up to provide the total change to apply to each player's rating. i.e. If you have 4 players (A,B,C,D), calculate the change to A's rating (R-sub-a-sub-new) from their ...


1

Separate your screen coordinates from your world coordinates. Pick a coordinates system that will accurately represent your position with enough detail. For example, if you're using a 256x144 int coordinate system for your positions, you only have 144 different positions available to you, even when the screen size can display 1080. You may want to use a ...


3

One good way is to use split screen. Take the 2D image and render it on a side angle (from the player's view). As long as the player is looking at their side there shouldn't be a problem. You can just add a 2D splitter in the middle of the screen.


0

This may not be a full answer, but I have some input here. One of the best ways to prevent cheating is obfuscation or using C/C++. This prevents people from modifying the client code.


5

Most any top down perspective will work. 2D games have done this in the past with games like PacMan: Additionally, any top down perspective where the camera is at the center of the screen. This gives the kind of view you showed in your comment: Both of these assume the players are sharing a play field. If the players are not sharing a play field, you ...



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