Questions tagged [online]

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

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51 votes
10 answers
17k 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 ...
p13n's user avatar
  • 613
26 votes
5 answers
13k 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? ...
Dominic's user avatar
  • 363
19 votes
3 answers
6k 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 ...
Hatoru Hansou's user avatar
18 votes
2 answers
4k 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 ...
Ben's user avatar
  • 2,141
18 votes
3 answers
3k 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 ...
bluescrn's user avatar
  • 3,407
17 votes
6 answers
2k 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 ...
jmegaffin's user avatar
  • 4,923
17 votes
7 answers
12k views

What revenue models exist for online games? [closed]

What revenue models exist for online games?
17 votes
9 answers
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 ...
jhyud's user avatar
  • 171
14 votes
7 answers
691 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 ...
Kylotan's user avatar
  • 24.3k
13 votes
6 answers
15k views

How to fight against memory editing cheat software? [duplicate]

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 <...
Slaus's user avatar
  • 427
12 votes
3 answers
35k 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? ...
spaceOwl's user avatar
  • 899
10 votes
2 answers
490 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. Let'...
Grimshaw's user avatar
  • 3,121
10 votes
3 answers
5k 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 ...
Brian Campbell's user avatar
8 votes
4 answers
473 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 ...
Omar Kooheji's user avatar
8 votes
3 answers
894 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 ...
Myn's user avatar
  • 183
8 votes
3 answers
968 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 ...
DaleyPaley's user avatar
  • 2,069
8 votes
3 answers
516 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 ...
Iain's user avatar
  • 6,518
8 votes
3 answers
3k 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 ...
Mars's user avatar
  • 242
8 votes
4 answers
430 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 ...
Glenn Barnett's user avatar
7 votes
4 answers
1k 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, ...
Petruza's user avatar
  • 363
7 votes
4 answers
3k 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 ...
speeder's user avatar
  • 1,392
7 votes
4 answers
532 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 ...
chaos's user avatar
  • 3,125
6 votes
3 answers
505 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 ...
user1873947's user avatar
5 votes
2 answers
3k 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 ...
Mr_CryptoPrime's user avatar
5 votes
2 answers
228 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) ...
spaceOwl's user avatar
  • 899
4 votes
3 answers
497 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, ...
Mika's user avatar
  • 143
4 votes
2 answers
563 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 ...
Bryce's user avatar
  • 47
4 votes
2 answers
2k 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 ...
edgar's user avatar
  • 49
4 votes
4 answers
4k 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 ...
Vittorio Romeo's user avatar
3 votes
2 answers
4k 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 ...
user avatar
3 votes
2 answers
716 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?
eguneys's user avatar
  • 247
3 votes
1 answer
586 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 ...
Dmytro's user avatar
  • 131
3 votes
3 answers
3k views

How do RPG store and retrieve maps?

I'm making a very basic online RPG (2d, and instead of 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 are ...
Bruno Sacks's user avatar
3 votes
2 answers
322 views

Multiplayer tile based movement collisions cause client prediction to fail

I am developing a tile-based online multiplayer game, but I am stuck. Players can move across the grid in the four cardinal directions, as can enemies, but two players/enemies cannot occupy the same ...
Qq0's user avatar
  • 133
3 votes
1 answer
198 views

Is there a reason online video games don't have "benches"?

In many physical team sports, in addition to the players deployed on the field, there are also players on the bench who the coach can sub in when the players get tired or run into unforseen ...
TheHans255's user avatar
3 votes
1 answer
123 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 ...
Cybrix's user avatar
  • 253
2 votes
1 answer
352 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 ...
Jay Wit's user avatar
  • 163
2 votes
3 answers
443 views

GM files in online mobile games: what type of GM file should I keep a local copy and how does it synchronize with server?

In mobile game development there are types of data that are not user save-data but are necessary for the game, we call it GM files. In my specific case, the GM files include text data such as "...
cr001's user avatar
  • 153
2 votes
1 answer
6k 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 ...
But I'm Not A Wrapper Class's user avatar
2 votes
1 answer
854 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 ...
JVon's user avatar
  • 121
2 votes
4 answers
547 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 ...
minisurma's user avatar
2 votes
3 answers
275 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 ...
clickbait's user avatar
  • 257
2 votes
1 answer
134 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'...
user116678's user avatar
2 votes
3 answers
393 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 ...
Miles Turin's user avatar
2 votes
2 answers
673 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 ...
Jpst's user avatar
  • 141
2 votes
1 answer
2k 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 ...
Revangelis's user avatar
2 votes
2 answers
667 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 run....
Dollarslice's user avatar
  • 3,420
2 votes
0 answers
691 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/...
WAR10CK's user avatar
  • 131
1 vote
2 answers
374 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 ...
numbers1311407's user avatar
1 vote
1 answer
184 views

Why does today's "Metaverse" look equally or even worse than the 1990s 3D chat worlds? [closed]

In late 1990s and early 2000, I tried out "Active Worlds" and more. They let me register an account and then walk around in a vast 3D world and chat with people/avatars. It was surreal and ...
user17966019's user avatar