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

0
votes
0answers
30 views

I have a lerp function to smooth out lag in my game, but it jitters

I'm trying to smooth out lag using lerp like so: ...
0
votes
0answers
28 views

Making Virtual Money for online games?

Is it okay and safe to make virtual money when making online games? I've seen, in 8 ball pool game, there are pool coins and pool cash; and in tetris battle games in facebook, there are tetris coins ...
0
votes
1answer
67 views

online game, NPC monster death and hit detection to gain experience points

I'm doing a simple idle game, HTML5 client and Node.js server, but I'm making it online, where the client talks to the server (websockets) and all the logic is in the server (I want to prevent ...
0
votes
1answer
64 views

How to create additional rooms for new play sessions in a 2-player online game on Node.js?

I'm creating a 2-player online game using Node.js with Express and Socket.IO My task is to create a new room when 1st, 2nd, etc ... rooms are full. From this article I know how to create one room for ...
2
votes
3answers
172 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 ...
2
votes
1answer
105 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
101 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 ...
0
votes
1answer
68 views

Multiplayer Testing with Steam Accounts [closed]

I'm build a multiplayer first person shooter, that supports 32 players. What is the best way to test large quantities of players? I'll need 32 steam accounts, with 32 machines to run on. Less, if I ...
0
votes
2answers
95 views

Synchronizing “token” between players(multiplayer) [duplicate]

I am implementing the multiplayer(client-server architecture) of a game, and I came to doubt about entities common to players. I understand how to share information such as the position of the ...
0
votes
0answers
34 views

Efficient solution for server-side enemies attacking nearby players

I have a working online game server, where the NPC enemies are wandering around and react when attacked. However, I would love to let them attack nearby players and can think of two approaches with ...
-1
votes
1answer
77 views

Host game client online

so the question is simple (i hope). Say i have a game client, where i can run around on some tiles. now if i want my friend to be able to log in and play the game aswell, what exactly is needed for ...
2
votes
3answers
209 views

In a multiplayer game, should everything that is not user input be done server-side to prevent cheating?

I've heard this said before, but it seems somewhat unrealistic. These are the two scenarios I'm working with: User Presses move key, moves themselves, and tells the server -> server tells other ...
1
vote
1answer
104 views

Spreading server load for a multiplayer game

My online game is more of a "highly interactive website", as it is played in-browser using webpages and AJAX to communicate with the server, which uses PHP to generate output. The server is fairly ...
0
votes
1answer
319 views

How can I get fastest region server in Photon C++ Client API?

I am facing problem with my online multiplayer board game. It takes long time to create and join room. Also sometimes other player doesn't get the data. After searching all over the Photon C++ code I ...
0
votes
1answer
1k views

Best way to connect multiplayer users with each other (matchmaking) on a low powered server?

OK so I am using unity to make a multiplayer game, but I'm not sure how to connect players with each other over the internet. Unlike other questions, this isn't a general problem of working out how ...
1
vote
2answers
218 views

Network jitter, client input to server

I am working on a authoritative client/server game, looking to both Valve and Gaffer to understand the concept. Currently, the server simulates at 20 ticks a second. The inputs received from the ...
0
votes
1answer
878 views

Unity3D: Photon syncing physics events

I'm making a billiard game and I wanna implement multiplayer in it. Since updating the movement in every frame is inefficient and laggy, I thought I could remake the events in game happen in all ...
-1
votes
2answers
360 views

Unity Online Multiplayer

I have searched this on the internet, but I didn't get any clear answers. My question is - Can I implement an online multiplayer functionality in Unity personal edition? Also without spending any ...
1
vote
0answers
68 views

PHP development for online games [closed]

I am not pro on programming and games but i had developed an online browser-based game with php . Now i am creating a game like a chess that it do not needs an live-stream and FPS data exchanges. I ...
1
vote
0answers
386 views

How to load new scenes or models from network in unity or unreal engine?

I have a project to be done. I had done some research to accomplish some features. Event so, I couldn't find some answers. The project needs to have some features as follow; Charachter creation in ...
1
vote
1answer
631 views

Best practices for client-server communication in an online Android game

I'm developing an online RPG game for my "Object-Oriented Programming" module laboratory project. The client part must be written in C#, also using Unity 3D as a graphics engine. The problem is that ...
0
votes
1answer
102 views

SQLite Query from unknown table based on known column value single query

I'm working on a database to back up my online TCG. It's currently SQLite, but I'm going to transition it to a MySQL database later. Currently, I have three distinct types of cards with their own ...
-2
votes
1answer
328 views

How to make a 2d shooter game interesting? [closed]

Im asking what can i implement in a online multiplayer 2d shooter to make it more interesting the idea i have(i know how to make it) doesn't seem so fun what can i add to a lastman standing 2d shooter ...
19
votes
3answers
5k views

Why does editing the client's memory in some MMOs allow them to cheat?

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
2
votes
0answers
534 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each node/...
17
votes
2answers
3k views

Does Steam provide persistent data storage to developers?

Does Steam provide persistent data storage (for custom data) to developers? For example, would an online shooter be able to store player statistics (kills, matches, player deaths, etc.) on Steam ...
49
votes
10answers
13k views

How to detect and prevent abuse (botting) of online game API?

I have been ocassionally working on a game idea in my free time. The gameplay and content renders it to be implemented as a online multiplayer game built with well established web technologies. You ...
2
votes
4answers
400 views

How can I avoid sending the full game state so often?

I'm making a real-time 2D MMORPG in Java. Currently data all surrounding NPCs' and players' data is sent so frequently that the client crashes—it can't handle the data quickly enough. I'm sending data ...
3
votes
2answers
2k views

Do resolution settings have any impact or give any advantage in online FPS games?

There is this crazy theory that has always bothered me. I am not after a technically but more theoretically (although technical knowledge is required to) answer; Two friends are playing the same ...
0
votes
0answers
245 views

Securing HTTP requests to online game server

I'm pretty new at making online games. Right now I'm trying to make an iPhone game. Each player has a profile in my server. I want to avoid username/password for authentication. Currently, as it ...
4
votes
2answers
445 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 ...
0
votes
2answers
601 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 ...
17
votes
9answers
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
194 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 ...
3
votes
1answer
2k 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
281 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
465 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?
11
votes
3answers
21k views

Limitations of p2p multiplayer games vs client-server [closed]

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? ...
0
votes
1answer
117 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
155 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
183 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
213 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
214 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
2answers
737 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
66 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
715 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
746 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
289 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
449 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, ...
6
votes
3answers
418 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 ...