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Multiplayer implementation

  • 28-03-2014 05:55PM
    #1
    Registered Users, Registered Users 2 Posts: 17,943 ✭✭✭✭


    First of all, I have never actually created my own game. I have mucked about with plenty of tutorials but have never sat down and created my own from start to finish. Therefore, creating a multiplayer game as a first project would be running before you learn to walk. However, purely out of curiosity, I have some questions about how it is done.

    I have an idea for a simple 2D turn-based combat/fighting game for mobile. I imagine it could use the same type of client-server communication methods used by other multiplayer game apps, such as Draw Something and Scrabble, but what would these games be using for comms between the client and server?

    I was thinking about using JSON for comms, but I don't have much of an idea about how the server would work, assuming client-server is generally a better option than peer-peer. Would games like this use a simple MySQL database to save game session data? How would standard logins be handled?

    If somebody could point me in the right direction, it would be appreciated.


Comments

  • Registered Users, Registered Users 2 Posts: 454 ✭✭Kilgore__Trout


    Hi,

    Afraid can't offer much of an answer, as have yet to implement anything beyond local coop.

    If I had to add multiplayer, my first stop would be to check for middleware/existing libraries, unless your interest is more to do with learning than getting it up and running asap (which it may well be).


  • Registered Users, Registered Users 2 Posts: 448 ✭✭blocparty


    I cant shed too much light on this as Im not a developer but Nextpeer.com seems to be the defacto multiplayer add on in the mobile world these days

    could you develop the game as a single player vs AI and then integrate nextpeer?


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