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starbasecitadel

Member Since 31 Aug 2012
Offline Last Active Aug 20 2014 10:38 AM

Topics I've Started

2d game engines/sdks

26 March 2014 - 09:48 AM

I'm pretty familiar with the Game Engines out there for 2d games, for mobile.  (Personally I love Corona for that).

 

But, for the Desktop PC side for 2d action games with multiplayer capability, I'm out of the loop on what indie devs are using these days.  This is just prospective, kind of curious, not a pressing need but wanted to look into it and maybe start learning one in my off-cycles.

 

It should be Steam and SteamOS compatible (is that Linux?), 2d graphics (3d not needed) as well as multi-player ( UDP sockets).  I program in many languages but prefer a high-level language like Lua or Javascript, not C++.     Export to Windows desktop, Mac desktop, and SteamOS.  Ideally it has a very rapid dev/testing cycle where your code changes can be tested within seconds, not a 2 minute compile.

 

Unity3d (in 2d-mode) and Love2d look the best so far.   Love2d looks like a much smaller learning curve, but it has 1/100th the user-base which is a big disadvantage.  Anything else?


Large Geographical Area Network / high-speed network (part 2)

14 March 2014 - 07:08 AM

This is a continuation of a 1.5 year old thread so it wouldn't let me reply to the original:

 

http://www.gamedev.net/topic/633066-large-geographical-area-network/

 

But, for anyone interested, thought I'd give an update on this.  My current project is to try to implement some of the concepts described in that thread.

 

The motivation for this was I play League of Legends a lot, and starting about 1 year ago, ping and packet loss increased substantially even though my provider was the same.  This was due to a standoff between Cogent and Comcast, two major internet backbone providers that resulted in frequently congested routes for those on the East Coast.  

 

I will say things have got much, much better the last 2 weeks as Riot (and possibly Cogent+Comcast) has made network improvements.  Even so, lag is still a huge problem for some players, and a minor/occasional nuisance for many players.

 

My current project is a high-speed gaming network that's goal is to mitigate a lot of the network congestion.  It will do this by several methods:  1)  by proxying through server(s) on premium networks, it can optimize the network path in many cases  2) There are techniques to optimize the network performance further in terms of connectivity to/from the proxy servers that can reduce packet loss and jitter of the overall network connection.

 

In terms of development, I have a very early version that works for UDP-only and just 1 proxy server on a simple UDP echo program.  I need to test that with an actual UDP only-game.  Next I'll work on implementing the TCP-tunnelling side, as most games use a combination of UDP + TCP, where the lobby/match-making/authentication uses TCP and the actual gameplay is UDP.  The IP's have to match, so you have to tunnel/proxy both.

 

 

 

 

 


Free to Play Windows games using purely UDP

14 March 2014 - 06:45 AM

My current game project is creating a high-speed gaming network, specifically optimized for League of Legends but also extendable to other games down the road.

 

I have a very early version ready for testing, but it only supports UDP tunneling, not TCP.  I certainly need to add TCP tunneling as well but that is still a few weeks away even if it goes smoothly.  In the meantime, I'd like to find a free-to-play Windows 7 game that does not use TCP, only UDP, to test my tunnel/proxy with.   Anyone know any?

 

I've tried several games (League of Legends, TF 2, Dota 2, Netrek) but none of them work since they all use a combination of TCP and UDP and expect the client IP address from TCP to match the client IP address from UDP.   

 

 

 

 


multiplayer map / team composition

03 November 2013 - 04:28 PM

This is for a 2d MOBA for Tablets (initially Android only, iPad too eventually) game, more details available at starbasecitadel.com.  I’m reasonably close to being done with my first major milestone which is an early, fully playable (though very buggy and lacking much features) prototype.  For the rest of this discussion I will make use of LoL terminology just as a point of reference.

 

As currently stands, there are 2 teams.  Each team has 1 starbase and the rest are all starships (currently each team just has a single all-round class of starship).  Planets are placed randomly around the map upon initialization, with about 1/3 assigned to each team or neutral.  One of each team’s planets is randomly designated as the Citadel.  The first team to capture the opposing team’s citadel wins the game.  

 

Planets you own produce armies on occasion, and to capture another planet, you go to one of your planets with an army, pick it up, and drop it on an enemy planet (making it “neutral”) or onto a neutral planet (capturing it for your side).  The benefit of owning planets is they can be upgraded with defense grids, giving your team a tactic advantage in fights near them as well as fuel and repair stations, which help your team project a deeper presence.  I haven’t implemented minions yet, but each planet will produce 1-2 minions periodically.

 

Currently, you join the game and are randomly assigned to any open slot on either team, possibly including the Starbase if it is available.

 

So this is all well and good :)  But I think the game just needs more depth and strategy to it, even out the gate.  So here is my new proposal (see attached image too), that adds a lot of structure to team composition and the map:

 

There will still be 2 teams.  However, instead of each team being 1 race as it is now, instead each team will consist of 3 races.  

 

Each Race will consist of 3 players, making a total of 9 players per team.   

 

Each team will have 1 Race designated as the team’s Primary race that consists of the following:

  Starbase

  Explorer Starship x2

 

Each team will also have 2 other races, in this configuration:

  Cruiser Starship x2  

  Support Starship 

 

Cruiser Starships are like all round offensive ships.  

You can think of Explorer Starships like Junglers, they have high sustain and are the best for soloing “jungle” camps, ganking, and mobility.

Support Starships are a cross between “support” champions in LoL (healers etc), and the Engineer in TF2.

 

At the game start, each race will have a Capital planet, with the Primary race’s capital being the Citadel.  

 

Capital planets, Citadels, and Starbases each will give a Racial proximity bonus to nearby starships of their race.    Citadels and Capital Planets will have a higher tier of defense grid than other planets can achieve.

 

Onto the proposed map:   Team A will consist of Maroon, Red, and Orange.  Team B will consist of Purple, Blue, and Cyan.  Each color represents a distinct Race.  Each planet that your team controls will periodically produce minions.  The arrows show the direction these minions move.  I put arrows for Team A’s left side, but it is symmetric, so the right side of the map is the same thing.  Team B will have minions too of course, again symmetric to what you see, create 2 “lanes” that go from the Citadels’s of each team roughly towards the left and right sides of the map and then back in again toward’s the other team’s Citadel.

 

There are Jungle areas which are encounters that can be fought over to get experience and buffs, and a “Super Jungle” which is a particularly tough one that isn’t winnable until later in the game when starships are leveled up enough. 


starship death and regeneration

15 August 2013 - 05:55 AM

This is for a space MOBA where each team tries to destroy the other teams' Citadel (homeworld) to win.

 

What should happen when a starship (player) is killed?

 

I see 3 options and am a bit split between what makes the most sense.

 

a) There is a small delay of about 1-5 seconds and then you are resurrected at your homeword at full health.  This is how Netrek did it and what I have so far, but it makes winning extremely hard (at least until I implement friendly/chain explosion damage but even then it might be frustrating defending your homeworld as you might continuously just regenerate and explode due to friendly explosions).

 

b) Resurrect at homeworld as above, but the delay is substantial the longer the game goes.  This is the League of Legends model.  It means death is more likely to severely impact the game the longer time goes on (the higher your levels are) which helps make it more likely for major endgame battles to be decisive.  I forget the exact seconds but it is something like 3 seconds or so at lv 1 and then a full minute or so by lv 18 the max level.

 

c) Resurrect instantly or with say a 1 second delay, but at a strategically less valuable place like a random planet far away from your team's homeworld though still closer to your team than any other team.  The nice thing here is you are always playing, you don't see that grey screen of death for a minute, or you don't appear immediately at your homeworld which makes winning so hard.   But, then again it might be annoying if endgame you just have to fly long-distance to get back into the action (presumably at your homeworld or attacking the enemy's by lategame).   On the other hand one thing I like about this is since you aren't always needing to do team fights, you can get to other objectives quickly without downtime and this is a nice way of spreading out the starships across the map.

 


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