In order to maintain smooth gameplay and have low load times for single player, Soaring Pixels Games architected their game to separate simulation between different layers of abstraction. Soaring Pixels is exploring increasing the amount of players per session depending on how enjoyable people find it.īreakwaters is an ambitious game that has a demanding water simulation system. The game features an online cooperative mode where friends can work together to explore the waves and defeat titans in groups of four connected players at a time. So how do you know what is the right model for your game? We spoke with Phillip Heckinger, owner of Soaring Pixels Games, to understand how they approached networking for their upcoming small-scale cooperative title. They did this to accommodate for the estimated demand and total player scale projected for the game’s launch. For example, Team17, the studio behind Overcooked!, initially used a peer-to-peer model but changed during development to use dedicated servers instead. It’s important to keep in mind that some small-scale, cooperative games have different needs than others. Read more about how we decided how to create the sample game given these factors in this blog. Lock-in: We want to be able to evolve the sample someday to show how it would like being run with dedicated servers.Cheat mitigation: As we’re focusing on cooperative concepts, cheating is not a concern as there is no explicit player gain from it.Complexity: Need low complexity to be able to educate multiplayer development principles on to new developers.Cost: Free to create and maintain, low cost for relay service used during live ops.Precision: Moderate due to the casual combat mechanics. Synchronized simulation scale: All player and AI transforms, animations, and activity.Players per session: Goal of 10 given a client-host running on a modern PC.Latency: Up to 200ms of latency would be acceptable (including relay service hops).We assessed the factors for Boss Room below: With the sample game, Boss Room, we have the ideal example: It’s small scale in player and simulation and is a cooperative and client hosted game.
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