• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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.
Sign in to follow this  
Followers 0
wodinoneeye

Connection minutes a problem much ?

2 posts in this topic

Im looking at issue for haldheld 'on the go' gaming  where celluar links are used when wifi connction isnt available.

 

Connecting into a central server to pickup game scenarios/surrent level for subsequent  'offline' play and then posting results back (the idea is a tie in to a MMORPG where player can get something mundane done or at least related fun mini-game activity where the results will feed back into the primary game  (leaving more online time for 'adventuring' instead of tedious crafting or auction house, communications, etc...)

 

So is connect/disconnect thru phone cellular still considered costly (therefore to be as short as possible)  or can continuous connection be retained (with more frequent server updates/ less connect delay overthead)

 

Note this is not for realtime player vs player data traffic though that no doubt will get more plausible/reliable

0

Share this post


Link to post
Share on other sites

I think a continous connection is fine on a smartphone, I think that plenty of big-name Android/iOS single-player games are keeping connections open and regularly sending metrics about your play session to their analytics server, so it seems perfectly reasonable for an MMORPG related app to do the same.

 

Obviously making efforts to minimise any unnecessary traffic is in the interests of both your customer's data plan and your own server's workload, but I don't see any need to tear down the socket regularly.

1

Share this post


Link to post
Share on other sites

I think a continous connection is fine on a smartphone, I think that plenty of big-name Android/iOS single-player games are keeping connections open and regularly sending metrics about your play session to their analytics server, so it seems perfectly reasonable for an MMORPG related app to do the same.

 

Obviously making efforts to minimise any unnecessary traffic is in the interests of both your customer's data plan and your own server's workload, but I don't see any need to tear down the socket regularly.

 

Its been mentioned that the most successful  App games are fairly short sessions (makes sense as people steal a few minutes here and there between their normal daily activities (which is the idea for the MMORPG to utilize this).    So the actual total time (minutes) per day may not be terribly large.   More  possible is the dodgy nature of the typical connection, which would mean the design taking into account constant interruptions of the connection.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0