rover2341
Is riding a roller coaster...Wee!
- Reaction score
- 113
About
I am starting a starting two projects.
The First Project is HTML Based with the requirements: 1 class, 5 monsters types, 100 human players, Player have 3 abilitys, and can get 3 Levels. I am using phaser.io [2D]
The second Project is Unity Based with the requirements: 1 class, 10 monster types, 100 human players, Player has 3 ablitys, and can get 3 Levels. Will Use Unity [3D]
They are seperate projects but ill carry what i can from one to the next.
End Goal Is not to be successful, but to prove to a gaming company I have some skills in unity, and can get a proof of concept done.
Question
Where Does Game Logic Live (Ex: moving, AI pathing, striking a target...)
Are there any other good options? What do you suggest?
Option 1
100% Server Based, Super Thin Client. The Client is basically a controller for the game nothing more.
+ Limited Hacking Options
+ Single Base Of Logic
+ Flexible
- Speed
- Can not use phaser.io Or Unity logic to help ex: Pathing, striking target, moving
Option 2
50% Server Based, 50% Client Based. Run the exact same game on the client and on the server, and have the server version. The server version of the client would be the master version.
+ Single set of logic
+ Fast On Client Side
+ Ability to use phaser.io or unity to deal with a great deal of the logic.
- Complex on syncing
Option 3
100% Client. Allow client to client based game. server does little to nothing. all logic is run on clients, closer to option 2.
+ No server resources
+/- Less Jumps, between players, but would still be slower, due to no detected Server.
- Most hackable
- semi complex when master player leaves
No networking is done on this, but its a start. arrow keys walk around. http://www.dickinsonbros.com/
I am starting a starting two projects.
The First Project is HTML Based with the requirements: 1 class, 5 monsters types, 100 human players, Player have 3 abilitys, and can get 3 Levels. I am using phaser.io [2D]
The second Project is Unity Based with the requirements: 1 class, 10 monster types, 100 human players, Player has 3 ablitys, and can get 3 Levels. Will Use Unity [3D]
They are seperate projects but ill carry what i can from one to the next.
End Goal Is not to be successful, but to prove to a gaming company I have some skills in unity, and can get a proof of concept done.
Question
Where Does Game Logic Live (Ex: moving, AI pathing, striking a target...)
Are there any other good options? What do you suggest?
Option 1
100% Server Based, Super Thin Client. The Client is basically a controller for the game nothing more.
+ Limited Hacking Options
+ Single Base Of Logic
+ Flexible
- Speed
- Can not use phaser.io Or Unity logic to help ex: Pathing, striking target, moving
Option 2
50% Server Based, 50% Client Based. Run the exact same game on the client and on the server, and have the server version. The server version of the client would be the master version.
+ Single set of logic
+ Fast On Client Side
+ Ability to use phaser.io or unity to deal with a great deal of the logic.
- Complex on syncing
Option 3
100% Client. Allow client to client based game. server does little to nothing. all logic is run on clients, closer to option 2.
+ No server resources
+/- Less Jumps, between players, but would still be slower, due to no detected Server.
- Most hackable
- semi complex when master player leaves
No networking is done on this, but its a start. arrow keys walk around. http://www.dickinsonbros.com/
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