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> Personal plug, with my current project, Loop Thesis, LAN play is the only multiplayer. What do you mean by this? A lot of game developers seem to be obsesse
by clarry 7y ago
> Personal plug, with my current project, Loop Thesis, LAN play is the only multiplayer.
What do you mean by this? A lot of game developers seem to be obsessed with the term "LAN" but I don't really understand how that has anything to do with application level network protocols that build on IP, which does not care about physical network topology.
It is very irritating because each developer seems to have their own made-up definition of "LAN." For example, there are games that won't let you connect to IP addresses outside the private ranges. There are games that won't let you enter an IP at all, and instead require the host to be found by broadcasting on your subnet. There are games that won't let you connect across subnets for other, arbitrary reasons. And then there are many games where they use the term LAN but it has nothing at all to do with LAN and works exactly like online multiplayer in any old game -- select the host (or enter its IP) and bam you're connected, whether the connection is local or intercontinenal is none of the game's concern (this is how it should be).
I have no idea what I'm buying whenever I see a game that sells "LAN multiplayer."
- danShumway 7y agoThere are no centralized servers for Loop Thesis, and each server hosts one game. The game ships with tools that allow players to very quickly connect to running games on the same network as them, even if they don't have anything installed. Anyone with a copy of the game can turn on hosting, and the game will not only handle being a server, it will also serve a web-based client for the game. In practice what that means is that if you own the game, you can pull out your laptop, connect to someone's wifi, turn on hosting, and all they need to do is visit a local IP on any of their devices[0] and they are instantly playing with you. Of course, networking doesn't force you to be behind a NAT, so there's nothing preventing you from hosting a server on Linode and exposing that IP publicly. But aside from some token authentication options, the game isn't designed to handle a bunch of public anonymous connections. The server also isn't persistent; it's assumed that once you're done playing you will shut the client down, which will also shut the server down. Short version, you have a traditionally hosted server with an IP address, and it's not pulling any fancy tricks to force you to set that server up in a specific way. But it's not designed to be a persistent server with uptimes of like a month or something, and it's designed to handle a few connections from people that you know. The out of the box experience is going to give you a Intranet IP, not a public one, and if you want to get it working over the public Internet for some reason, you'll need to handle stuff like port forwarding yourself. That means: no matchmaking (one game per server), no public server lists[1], only minor authentication and anti-spam options, and transient servers that disappear when play sessions are over. Loop Thesis isn't technologically restricted to a LAN, but the experience is designed for drop-in, friends-get-together LAN play. [0]: No promises, but I am experimenting with touch controls for phones. [1]: Unless the community builds them and maintains them on their own.