• 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
Brunno Tavares

How it works

3 posts in this topic

Hi, I’m wondering how games like Clash of Clans or Samurai Siege are developed.

I know that involve isometric maps etc…but I can’t imagine how the server side are developed.

Everything that I think, it seems slow. For example, in this kind of game, we can build some kind of Resource Producer, and this build take some time to be complete.

How this logic works I mean.
There is one record for every player in some kind of DB ?
This TIME is controled by CRON in server or the Game Loop check every object for every player?

I tried to find some kind of tutorial but i just know this kind of game as “Time Management Game” and I couldn’t find nothing ?

tks.
Brunno

Sorry my bad english

0

Share this post


Link to post
Share on other sites

This question has been discussed before on the forums.

 

The main consensus is that you don't need to resolve things "as they happen;" you only need to resolve things "as they are observed."

 

The actual simulation is dead simple -- any computer these days can fast-forward a month worth of "simulation" in less than a second. Especially given that most of these games have a "stop point" where they won't produce "more" until they are "harvested," which puts an upper bound on the amount of simulation needed.

 

So, the server just needs to store the current state and the time of that state for the player. Then, when the player says "build a X at time Y" or someone says "show me the state at time Y," the server will load the stored state, fast-forward the simulation to the time Y, and then store that state back as well as return it to the player.

 

And, yes, the state for each player is stored in some database -- it could be as simple as a file-on-disk for each player, or as advanced as a graph database serialized to a relational schema, or something in-between. Most likely a document store like MongoDB or Riak or whatever, or a TEXT column in MySQL.

1

Share this post


Link to post
Share on other sites

Tks hplus0603,

 

In resume, Its just calculate the time it takes to finish a build when the player open the games. That's it ?

 

tks

Brunno

0

Share this post


Link to post
Share on other sites
These type of games usually just keep a real-world timestamp representing the finish time.  The timestamp works regardless of framerate, suspending the app, killing the app, etc.

Nothing happens when the game is not running, but when it starts back up and loads the game, it begins examining the timestamps again and finds out that the current time > the timestamp, so the timer is complete. Or, if the current time STILL isn't > timestamp, then just display the time remaining. Edited by Nypyren
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