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About Truman

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  1. Hey everyone! We just Kickstarted a new monster catching strategy RPG called Deozoa: Legends of Eden. Deozoa is a monster catching video game combining the rich storytelling of an RPG with the combat system of a turn based strategy. As you explore through the world you will discover and capture over 100 monsters called Deozoa. Unlike other monster games, your 11 playable human characters battle side by side with their Deozoa to fight their way to victory. A few key features: One time game purchase for all monsters, characters, and story: No in-app purchases, no monthly fees. Just buy the game and have it forever. The game will be developed for iOS (iPad, iPhone, and iPod Touch) and Android (phone and tablet), with an eventual release to PC, Mac, Linux, and Ouya. Capture and befriend over 100 monsters: Each teammate can be assigned one Deozoa to fight with them on the battlefield. Evolve your Deozoa: Like animals that grow from baby to adult, all of our Deozoa will grow into a new form as they mature. There are typically two to three monsters per family. Recruit 10 characters to your team: As you progress through the story, you will encounter 10 available warriors looking for an adventure. Determine the best combination of abilities to give yourself an edge on the battlefield. Level up and upgrade human classes: There are 10 classes of human warriors to battle, each with their own unique stats and strengths. As enemies get tougher and the heroes get stronger, every class can develop into an advanced form for stat boosts. Use the elements to your advantage: There are 12 elements that all Deozoa and attacks fall into. Every element will have strengths and weaknesses against other elements, making each battle unique and challenging. Fight in a free-form battling system: Position 6 teammates with an open movement system unrestrained by a grid. The size of a unit can block enemies’ movement to redirect their attacks, protect weaker units, and form a front line. Rich RPG storyline: Unlike casual games, you will explore through a fun RPG story with an expected eight hours of gameplay in a single play through. For more information, please check out our Kickstarter project and like us on Facebook.
  2. Truman

    Server Side Programming

    After some reading, it looks like for the most part, you are not allowed to do dynamic linking on iOS, so it looks like ZeroMQ is out. Any other suggestions for cross-platform scalable game servers? I would prefer to not reinvent the wheel with this.
  3. Truman

    Server Side Programming

    For some reason I was making the assumption that the flops coming from my game calculations would represent a significant server load, but when you put it into the context of running the Ruby stuff plus the reality that communication is going to be the real server load, it makes a lot more sense to try to limit the communication traffic. And if HTTP is a lot more verbose than setting up a socket, then it seems like a better idea to learn about some socket programming. I am thinking about writing the client side program in Lua using Moai. Does anyone have any recommendations for the server side program? I am comfortable with C++, Python, and Lua. From some initial research, it looks like ZeroMQ comes highly recommended. My main concern with it is its LGPL license. It seems to be safe to dynamically link to it, and I know how to do this on Unix based systems, but I'm not so familiar with packaging and distribution procedure on Windows and mobile devices (this is probably not the best place to ask this, I know). Does anyone else have any other recommendations for writing a scalable server side program?
  4. Truman

    Server Side Programming

    But is this whole memory scanning (like CheatEngine) a real issue on mobile devices? It seems like these are a bit more locked down and more difficult to mess with, but maybe I am just being naive. Assuming that the internal variables of the client side C++ program can not be modified while the program is running, and only the HTTP posts are being faked, could I do some sort of verification thing like this. Say Player A attacks one of Player B's units. Client A (presumably) calculates the damage correctly, but Player A fakes the HTTP post to say that he did more damage. Then Client A on it's next interaction with the server, double checks that the posted damage corresponds with its own internally calculated value. If the values differ, penalize Player A for cheating. I guess this all assumes that Player A cannot modify the program state while it is running. Is this a fair assumption (at least for iOS and Android)? What are the holes in my argument? I could see how the server side C++ program would create a more professional and cheat proof user experience, but it seems like it would magnify the server load by orders of magnitude.
  5. Our game is going to have a turn based strategy battle system. Naturally, it would be really awesome to be able to battle your friends. So I am planning to write a Ruby on Rails server side program to coordinate connecting a player with a friend or random stranger for a single battle. My goal is to keep the server load to a minimum, which means a few design decisions that make sense at the moment, but server stuff is a little new for me, so please feel free to tear holes in these decisions and/or enlighten me on issues I may have missed. First off, it seems like a good idea to throttle down the frequency that the client side program checks the server for new information, say at most once per second. Second, it seems like doing all battle calculations client side and then sending the results through the server to the other client would cut down the server load, and also simplify it so that I am not reproducing core C++ game logic in ruby on the server. This would probably work as follows, client A performs an attack that effects units 1 and 2 in the battle field, upload the attack name and the effects to the server. Client B checks the server and pulls the info, then simulates the attack, but in reality just applies the effects that client A uploaded. Rinse and repeat. I like the simplicity of this process, but it seems fairly ripe for cheating. How easy would it be for the person controlling client A to fake the data sent to the server so that they actually do more damage than the game calculated (which would seem to get the two games out of sync and venture into undefined territory)? Is this really worth worrying about? The target will initially be iOS and Android, does this make it more difficult to cheat? Are there any unknowns that I should be more worried about, like packet loss? I have a contingency plan to deal with people disconnecting, but there might be other things I haven't thought about. I'm looking forward to hearing any thoughts.
  6. Truman

    Deozoa - Legends of Eden

    A few awesome Deozoa (day-o-zoa) to get you salivating. Help shape the game on Facebook and Google+.
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