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Ixudos

Multiplay question

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Is it possible to build a complete game before you add in the multiplayer? I'm new to everything and this was a question that came up. I'm wanting to create a 2D game with multiplayer. Thanks in advance for an answer.

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Possible? Yes.
Advisable? No.

Multiplayer is one of those things that is often difficult to implement after the fact if your program design hasn't at least taken it into account.

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Awesome, and is adding multiplayer a whole other animal? I'm guessin I should work on my single player games before I dive into it.

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I would suggest making a complete single player game before you start working on making a new game with multiplayer.

That way you will know ahead of time some of the pitfalls you may encounter.

I went down this road and sadly I don't have very much to show for my efforts (except knowledge =p), I have a working winsock server/client but I never really completed it because of synchronization issues, Its really tricky.

Now a year later I have retooled with dx9 and I am making a single player game and I think that's the right direction for me at my skill level.

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Quote:
Original post by Ixudos
Awesome, and is adding multiplayer a whole other animal?


It depends on the game. Certain games face more/harder challenges in getting multiplayer working. Some are relatively straightforward, assuming you plan for them from the start.

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Quote:
Original post by Telastyn
Quote:
Original post by Ixudos
Awesome, and is adding multiplayer a whole other animal?


It depends on the game. Certain games face more/harder challenges in getting multiplayer working. Some are relatively straightforward, assuming you plan for them from the start.


Well I was planning for a 2d mmo with partying and all that good stuff. I'm sure there's a big difference between that and just having a FFA multiplayer game like Silent Death or a 1v1 type of game.

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I'm more worried about graphics/animations/and map creation. 2d should cut down on the stuff quite a bit I'm hoping.

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Quote:
Original post by Ixudos
I'm more worried about graphics/animations/and map creation. 2d should cut down on the stuff quite a bit I'm hoping.


It doesn't really...

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An mmo as far as I have heard is the most difficult to design and implement with respect to networking constraints.

That networking document was interesting although I was upset that despite using the term star network they were infact discussing what sounded like a moderately redundant mesh network. Parrallel simulation of game data requires only the host to play director of messages to log for processing in the next increment of commands for simulation so I don't really follow why inter client communication was going on, oh well I guess its just a matter of being dated.

Goodluck with your MMO plans, certainly a lethal direction to be heading toward. With your target game genre I would say that networking tests need to be in place from as soon as you reached having a display window for debug info long before any game development comes in to play.

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