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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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spocchio

Best way to implement a multiplayer lobby in a smartphone game

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I made a multiplayer game and I wish to let it works in a smartphone.

It is how it works now: At this time it is a web app and the

- user choose an ID and a password,

- then creates a new game,

- the server returns the code of the new game created,

- the other players join the game corresponding to that code.

I don't know the logic I should use in a smartphone, e.g. :

  • it seems rude to ask the user a ID and a password,
  • it seems stupid to me to have such a complex way to manage the hosting/joining mechanism: whould be much simpler if the user just search the friends to invite in his phone-contact-list

However, usually what should be the most convenient way to implement a multiplayer game in a smartphone, particularly for what concern the logging-in, the search of friends, the hosting and the joining?

thanks!

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On a smartphone I would not ask the user for a user name and password Creating one can be tedious and put users off using your game.
Try to use something that already exists on the phone.
For example on the iPhone you can use game center for logging in (you don't have to use their lobby or score system) then their game center name and some other unique id can be passed to your server as the username and password.
For a cross platform solution you can use something like scoreloop.

If you want to completly avoid using a third party games network then you can just let the user log in with Facebook, Twitter, G+ or some other social network.  All of these social networks have an oAuth log in that will supply you with a username and a unique id which can be used as a password It would also allow the user to challenge these friends on their particular social network with a link to download your game.  So not only would this solve your log in issue it can also help drive revenue.  This is how draw something, songpop, words with friends etc.. go so viral.

 

To make it even easier you could use the parse SDK which is easy to integrate and has a built in API (and even a customizable UI) for logging up in social networks.

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