[casual_games] casual multiplayer set up

Juan Gril juangril at jojugames.com
Thu Mar 22 09:54:28 EDT 2007


I have two multiplayer games in production, and a third in the prototype
stage with my own backend. One thing I learned during the process of
developing them is that in order to have a compelling casual multiplayer
game for low processing scenarios (ie: inside Flash) and low latency
connections, keys are:

- It's more fun if everybody is doing things at the same time. Turn
based gaming was invented before computers ever existed, so replicating it
in the online world in most cases is just not optimal.
- You should design your game so real-time updates are not mandatory
to keep the flow in the game. There are ways to fake a real-time perception
from the player, but it's all on how you design the game.
- The game should be designed so every packet of data between clients
is very small and less often as possible. If your game needs to send data
for every player move (ie: FPS), you need to go back to the drawing board,
as it will never be an optimal experience in the scenario (platform,
players' computers and configurations, etc.) you are working on.

Cheers,

Juan

On 3/22/07, Gert-Jan Brok <cglist at fantazm.com> wrote:

>

> Hi Jonas,

> thanks for your tips. We are having some challenges that are somewhat

> familiar with those found in online FPS.

> We have multiple players in one arena, with position updates and collision

> detection between players.

> I'll send you some details privately.

>

> Gert-Jan

> Fantazm

>

> Jónas Björgvin Antonsson wrote:

>

> It's a delicate balance between Push/Pull, sync and async data transfer along with the data format, what to send and when. Try to limit the amount of data that you need to transfer and when you transfer it. Also try to put desicion makers in the game that allow you to only push data to relevant clients at each time.

>

> Depending on your design, Smart Fox might be an overkill. If you're making a small 2player game it might be wiser to just pull everything and use either web services or html sync. You just need to know that there are security implications involved with both methods.

>

> Based on your generic question these are my generic answers. You can contact me correctly if you want to get into details.

>

> J#

> jonas at gogogic.comwww.gogogic.com

>

> ________________________________

>

> From: casual_games-bounces at igda.org on behalf of Gert-Jan Brok

> Sent: mið. 21.3.2007 15:42

> To: IGDA Casual Games SIG Mailing List

> Subject: [casual_games] casual multiplayer set up

>

>

> This is more of a technical question, but we are in the progress of creating a multiplayer casual game, that runs within the browser.

> I was wondering if anyone on the list can give me some information/guidelines for best practices on building real-time multiplayer games that run inside the browser i.e. with Flash.

> We are working with SmartFoxServer at the moment which seems to be a solid platform with good performance.

>

> A more concrete question is when we should perform syncing between clients from the server, and when should we sync from a client host (through the server)? Or are there better solutions for syncing clients with eachother?

>

> Gert-Jan

> Fantazm

>

>

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