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1

There are two possible approaches to what you are describing, one wrong and the other useful. The wrong approach is to simply delay the user input from activating the command. Assuming you know the other clients can be informed 99.9% of the time in half a second, delay the command for half a second and send it to the other clients as the pair <command, ...


-1

Your question IS broad, however it is answerable. What should the client do in a multiplayer RPG: Display the scene. Receive updates from the server. Send request to the server. Repeat. What should the server do in a multiplayer RPG: Send Player / Monster / NPC / etc coordinates. Determine if a player request is valid IE: Enough gold for purchase ...


2

Since Unity can publish games to iOS, this would be just like making any other client server application. The easiest would be to have the iPads all connected to the same network as the host PC, but you could easily utilize the Master Server tools provided with Unity to get everyone connected. You'd likely use RPCs for most of your communications. As long ...


0

The exact answer to this is going to be pretty specific to the way you've designed things. Essentially the strategy is to make the AI use the same methods that the player does. It shouldn't just run everything in a single tight loop. Break the AI's decisions and actions into discrete parts. Then, using something like a decision tree or behaviour tree ...


0

A thought. Have the player have their own world that's synched with the server world, then check for out of sync by using a special sync object with positional values (compare them every so often).


3

Answering by just focusing on the question and not the other information. Identification I think the key to solving any problem is identifying what's causing the problem. If you're trying to find out how to motivate players more, then it may be critical to gather player feedback on what motivates and what doesn't motivate. Unfortunately, I don't think ...


2

The main problem is see is the fact that only 2 roles have any method of influencing your death characters. I think you should strive to more interesting death character roles. Why not assign various roles to various ghosts to give them options? You could have a type of ghost with the power to see what other characters roles are, another that is able to ...


3

Something seems wrong to me in your implementation of the authoritative server. Basically an authoritative server controls everything. It is the pivot of your network architecture. Clients just "ask gently" when they want to do some actions, and the server has the authority to say "NO I DON'T WANT YOU TO DO THAT BECAUSE I'M THE BOSS HERE!"... That said, I ...



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