5 ms·
I was trying recently to prototype a multiplayer experience, and got pretty stalled when it came around to the networking side. My goal wasn't to make it fast/s
by tibbon 7y ago
I was trying recently to prototype a multiplayer experience, and got pretty stalled when it came around to the networking side. My goal wasn't to make it fast/scalable, but rather just to be able to have 4 people sit at my kitchen table and answer "is this game idea interesting/fun". But the resolution of movements, timing things, client/server stuff was actually a pretty steep cliff for someone who had never done it before. There's also a lot of interesting decisions to make upfront then about rendering, real-timeness, how you'll split up movement collisions, etc.
Regardless of if this is for a "Game" or not, I find reading more about these things quite interesting.
- hunterloftis 7y agoA lot of folks run into exactly those issues when they try to make fast multiplayer/multi-user. It’s less useful out of the context of the presentation, but maybe this could help with your project: https://www.slideshare.net/HunterLoftis1/making-sense-of-multiplayer https://www.slideshare.net/HunterLoftis1/making-sense-of-mul...
- NoodleIncident 7y agoI don't know the full context besides what you've typed here, but for 4 people in the same kitchen evaluating a prototype, it seems like it would be a lot easier to pair up 4 controllers to the same computer.
- seventhtiger 7y agoCommon advice your hear from gamedevs is to never start a networked game as a local game then "add the networking later". It's too fundamental and will require a rewrite.