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50
votes
13answers
14k views

Why do some games persistently have mostly one viable strategy, while others can have many?

The interesting thing in League of Legends is the existence of the "meta", which, for the purpose of this question, can be defined as the One Strategy That Rules Them All. The meta shifts between ...
1
vote
3answers
137 views

Is it possible to store ALL game data on the sever side

I want to make a game where everything is supposed to be a surprise. Everything from the maps to the enemies, no guides what so ever. For a normal player it may not be a big deal but some people may ...
0
votes
1answer
58 views

In a game such as Star Wars Galaxies, Planetside, and Warcraft how would server-side collision/terrain navigation work?

I'm trying to learn some advanced topics in multiplayer networking for fun and education, specifically how server-side collision/terrain navigation works in MMOs and/or any online game. Personally, I ...
2
votes
1answer
89 views

Ways to include relativity in multiplayer

Im currently working on a game concept including flying Space Ships in the solar system and maybe beyond. As the ships are using similar engines than in "The Expance" Epstein Drive. relativistic ...
2
votes
1answer
139 views

How to store and retrieve user data in a multiplayer game

I am building a multiplayer game with a team and each player will have a multiplayer rank, a matchmaking rating (MMR), a username, and possibly a picture, a description etc. We are planning on ...
1
vote
0answers
54 views

Spawn network objects in generated map

In my game, the server generates a procedural map, after send generation seed to generate it on the client. The client generates exactly the same map. In the map, I need to synchronize objects with ...
-1
votes
0answers
49 views

Why are my Unity Network matches ending in only 2 minutes?

I am creating and finishing my game that works exactly like Slither.io. Some matches created on internet and you just go inside. Multiplayer game with unity. Now i have unity free that allows 20 ...
0
votes
0answers
21 views

Physics for multiplayer shooter

I’m making online shooter and planning to make all physics on server, should I duplicate those physics computations on a client too to be client more responsive. Could I just have no computations on ...
0
votes
1answer
37 views

How Client send info to Host in Unity Multiplayer

I want to send player name and other details from client to host device. I have setup game for maximum two players connection. Here is the code that I have tried multiple times with different changes:...
1
vote
2answers
152 views

Multiplayer game, design of server <-> client communication

I'm thinking about programming a multiplayer game. For communication, I will use a Server <-> Client design like the following: Client <-> Server <-> Client The Game will be a kind of ...
0
votes
0answers
43 views

Networked multiplayer confusion , please help - Unity game HLAPI - was working now not

Hi guys I am quite new to writing any networking code for my games and I've been posting questions related to this topic already, however now my code has changed. I've followed through the Unity ...
4
votes
1answer
95 views

Randomly generated maps in Multiplayer

I am currently trying to get randomly generated maps work in multiplayer but I have so many difficulties trying to figure out how. How do other games implement this(Minecraft, Terraria, Don't starve)? ...
2
votes
3answers
162 views

How can I keep a consistent number of players per match in a continuous multiplayer game?

Fortnite Battle Royale is an example of a non-continuous multiplayer game. 100 players join a game which has fixed start and end times. When there's only one player remaining, the game ends. Agar.io ...
1
vote
0answers
39 views

Creating Customization System in Unity

I'm making a game with customization system for both characters and weapons and I don't know exactly what's the best way of doing the customizations themselves. I'm thinking of creating separate ...
1
vote
0answers
46 views

Should a matchmaker be in tcp or udp? [closed]

I wrote a game server in udp, now I don't know if the matchmaker be in tcp or udp. Because I know udp is connectionless and I think the matchmaker should be in tcp because they will connect to each ...
1
vote
0answers
51 views

When to use a lockstep protocol?

What types of games benefit most from lockstep? What games are not suitable for a lockstep protocol? What are the disadvantages of lockstep?
2
votes
1answer
45 views

LibGdx Bluetooth Game with Android

I've created a simple 2d platformer with libGdx and box2d and i wanted to add some kind of a multiplayer to it.I found an implementation over the internet that uses bluetooth with libGdx and i've ...
2
votes
1answer
99 views

What is the average cost of hiring a programmer mid development to implement online features?

I guess my real question is more specific than that. I'm working on a game by myself and it has 2 player local multiplayer implemented already (it's a pretty simple 2D arcade-platformer type game). I'...
1
vote
1answer
64 views

Can Cloud Functions be used for a multiplayer game server?

I'm building a turn-based online multiplayer game with Unity for both desktop and mobile. Traditionally, I would build a Java socket server, host it in Google Compute Engine or similar, and have ...
1
vote
0answers
23 views

Handling different screen sizes in multiplayer games

sorry if this has been asked already. I did some checking around and couldn't find any helpful advice. I'm developing my first multiplayer game, and it'll be fullscreen when run. My issue is, how do ...
0
votes
0answers
22 views

Anyone know anything about users being able to modify levels?

Ok so I have been developing some ideas to get to work on and I have one specifically that I need some assistance with. The App will be called “A Walk On the Beach.” It’s somewhat of a 3D ...
0
votes
1answer
35 views

What type of network design should be used for my game?

Okay, so I am trying to design a multiplayer only game. Here is the gist of my multiplayer gameplay structure, When a player starts up the game and clicks Play, he will be send to a map with 7 other ...
1
vote
1answer
63 views

Implementing Multiplayer: entire world ticks or just changes?

i'm working an a very simple multiplayer experience (for now node.js, later will probably remake all in c++, but my question is more about theory). All guides and tutorial i saw about making ...
0
votes
0answers
54 views

What's wrong in switching Script - Unity Multiplayer

I'm trying to switch between weapons but when I want to display another screen "some example" in client I don't see any change! This screenshot shows what I mean. [1] : https://imgur.com/uEUOFhC "...
7
votes
2answers
245 views

Revenue model for an open-source multiplayer game

I've had an idea for a multiplayer game, and ideally, I'd absolutely love for it to be open source. However, I also want to make a profit from it so I can make more games and maybe even have a dev ...
0
votes
1answer
99 views

Unity tutorial sync var not working

I tried to make a simple miltiplayer game with the unity tutorial. The Code of the Player looks like this: ...
0
votes
1answer
43 views

Unity UNET, problems spawning and then destroying that instantiated prefab

I am very new to networking, and have ran into an issue, read below. I have multiplayer system setup, where players can spawn, they can pick up weapons and drop them, there is an object representing ...
1
vote
1answer
128 views

Weapon Switching - Unity 3d

when I switch between weapons by Number [1 2 3 4] the weapon don't switch between them but the variable " selected weapon value changed" anyone help me, this my Code and screenshots! ...
1
vote
2answers
83 views

What issue in the shot in unity 3D?

when the start game in the client [localserver], the bullet can't forward in the space just fixed in the Gun, here image about what I say:https://imgur.com/prWNxBx "image" network manager https://...
0
votes
1answer
65 views

Server/Client Design for Clash of Clans Like Game

I'm working on the server/client design for a game similar to Clash of Clans. I've read through dozens of articles and have some general parameters of what I'd like to accomplish. Scalable (Probably ...
0
votes
0answers
30 views

Tetris Battle Game mechanics

I am spending far too much time developing a multiplatform Tetris Battle clone. I am wondering about the game mechanics of Tetris Battle and how the send lines logic works. I have no Facebook account ...
0
votes
0answers
10 views

Problem with trying to replicate my custom mouse rotation to all the clients

Greeting everyone! I'm working on multiplayer FPS project with some custom mechanics for which i need custom mouse function. Problem is, mouse cam rotation works only on clients, but not on server, ...
-1
votes
1answer
64 views

Do multiplayer games use common server frameworks? [closed]

I mean, does each game company develop its own chat server? Login server? I'm not sure how massive multiplayer games work, I believe they each have a login/lobby server and game servers, which the ...
0
votes
0answers
38 views

Optimization for end-to-end multiplayer pong-like game

I've developing a small pong-like game for educational purposes and I've reached the point where I'm looking at implementing network gameplay. The idea is that a player can either wait for someone to ...
0
votes
0answers
13 views

Loading spawned prefabs upon connecting to server?

I've been fighting with this for way too long now and would love some assistance. I've got it working to the point where I can spawn the prefabs and they'll be instantiated correctly for all ...
0
votes
0answers
56 views

Unet, how to sync a counter to check if all players are ready

I'm making a multiplayer bomberman game using Unet. I'm trying to create a ready check to start the game when everyone else is ready. I tried using a sync var,Command and Rpc calls, but nothing seems ...
0
votes
1answer
50 views

Can't figure out what's making the player teleport back to spawn

I've been working on a multiplayer game that uses pathfinding and I'm really confused over this one weird bug. On your screen, the other player glitches between the spawn point and his current ...
0
votes
1answer
79 views

Property replication vs RPC: Communication directions

I have an UParticleSystemComponent attached to ACharacter. Its activation is controlled by user input, so it receives several ...
0
votes
0answers
15 views

Problem with Mouse function not replicating properly

I'm working on multiplayer shooter, and i made a separate mouse control function for my custom mechanics. But there's a problem, mouse only rotate camera on client 1, but client 2 can't see that ...
2
votes
1answer
274 views

Is there a way to make a game object invisible to only certain players?

I have found a few posts and blogs here and there. But all of the solutions they provide seem to be global. Is there a way for let's say a multiplayer scenario where maybe an enemy has a cloaking ...
0
votes
0answers
24 views

Multiplayer TPS, data processing by server

So, I have the networking system (in Unity, using Low level API), which collects input from the player and at every tick sends it to the server. The server gets the input and processes it and sends ...
0
votes
0answers
74 views

Theory of balancing players skills with reward or punishment in a game

My study group and I are making a 1v1 player game and we would like for all the players to play against each other but the skill-level vary quite a lot. So I'm searching for theory to whether we ...
1
vote
0answers
15 views

How to send Unity NetworkMessages

So me and a couple of people are building a game with Unity, and I wanted to figure out how to keep the score in sync with all of the clients. After a lot of looking around on both the internet and ...
0
votes
1answer
64 views

In Photon, What happens networked GameObject's ownership when master client disconnects?

I'm creating multiplayer game with Photon. When player disconnects, especially master client does, every GameObject instantiated from Master client is gone, so I can prevent with this: ...
1
vote
1answer
84 views

How to interpolate server updates on the client for multiplayer?

I am implementing client-side prediction and an authoritative server multiplayer architecture. I am following along with the series of articles from http://www.gabrielgambetta.com/entity-interpolation....
0
votes
0answers
19 views

Can't connect 3 or more players in one room

So I've been trying to make a 3 vs 3 Real-time Multiplayer game using Google Play Games and Unity, but I'm unable to connect 3 or more players in one room (works fine with 2 players!). 3rd player ...
0
votes
1answer
213 views

how to do client side prediction with server side collision detection?

I recently started working on my first multiplayer game and learning multiple game server mechanics. The game itself uses mouse movement. For the first version I used a very simple approach, where ...
0
votes
2answers
82 views

Latency issue on multiplayer game networking

I am currently writing a 2D top-down shooting multiplayer game using Java. I have a game loop at the client-side that does the following in order in each game tick (The client is running in a tick ...
0
votes
1answer
154 views

Steamworks Networking with LibGDX / Java

I have recently found out about Steamworks SDK and after reading through some of the documentation and information from other sources I was left with a few questions. I found Steamworks because I was ...
4
votes
1answer
166 views

When creating a game, what are some architectural desgin concepts I can use to be able to port my game from single to multiplayer?

I am a software developer but, I mostly develop games in Unity. I have experience creating single player games as well as multiplayer games. I am at a crossroads where I am in the middle of ...