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Fluid Host
#101068
12/05/06 02:45
12/05/06 02:45
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Joined: Jul 2006
Posts: 43
CreatorOfMyth
OP
Newbie
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OP
Newbie
Joined: Jul 2006
Posts: 43
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Odd subject line, I know. Let me explain. I would like to create a game with the potenial to evolve into an mmo, should enough people get hooked to the gameplay. However, besides the difficulty of first programming an mmo and then get people to fall in love with it, is the challenge of finding the servers to support it. Machines capable of such a feat and an isp equally worthy are not cheap in the least. An idea I had was allowing the players to host the game. The first player to enter a field would become the host of that region until they leave or another, more capable player joins that field. The rest of gameplay would work the same as any other typical mmo. This would resolve the server issue brilliantly, but leaves the question of whether you can achieve this with GameStudio. Can GameStudio simply hand the reins of hosting a field from one player to another without having to "close" the current running session and re-open the level? Having the game freeze and the screen go black every time the host switches would be most undesirable, and important data could be lost each time. I hope my logic here isn't too hard to follow. I'm a man of theory, always have and probably always will be. What are your thoughts on this idea? Could it be done and how?
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Re: Fluid Host
[Re: CreatorOfMyth]
#101069
12/05/06 03:54
12/05/06 03:54
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Joined: Aug 2004
Posts: 1,305 New York
PrenceOfDarkness
Serious User
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Serious User
Joined: Aug 2004
Posts: 1,305
New York
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One major problem you will run in to is the simple fact that your running the game off a player's machine, opening the game up to massive amount of cheating loop holes. I wish I could help you more with the higher language part, but I simply don't know, how ever I suggest you look for some help in that section as well. Good Luck man
"There is no problem that can't be solved with time and determination." -me prenceofdarkness for instant messages on AIM.
Looking for a model designer PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
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Re: Fluid Host
[Re: CreatorOfMyth]
#101071
12/05/06 18:56
12/05/06 18:56
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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It does look like a good idea, too bad it doesn't work... It might also get pretty slow, if you change hosts every now and then, I don't know... But it sounds nice... "fluid hosts"... sounds cool
~"I never let school interfere with my education"~ -Mark Twain
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Re: Fluid Host
[Re: PHeMoX]
#101073
12/10/06 01:51
12/10/06 01:51
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Joined: Aug 2005
Posts: 186 Beneath the Surface
alpha12
Member
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Member
Joined: Aug 2005
Posts: 186
Beneath the Surface
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Quote:
An idea I had was allowing the players to host the game. The first player to enter a field would become the host of that region until they leave or another, more capable player joins that field. The rest of gameplay would work the same as any other typical mmo. This would resolve the server issue brilliantly, but leaves the question of whether you can achieve this with GameStudio.
have you make a prototype for these and run some test on it?,it's not easy as you think,let's say the first player that enter region A is 256 kbps adsl user which only had 64-128 kbps upstream,while 100 player entering region A in your mmo,each of them need at least 15 kbps,thats mean need 1.5 mbps upstream!,while your player that 'host' region A only have 10% of that 'dynamic' upstream req.plus,each time the other player need to update their position/data to Region A hoster which also eat downstream bandwidth from Region A Hoster.
by this you just killing your own mmo,it will increase the player ping,lag game experience,etc. If this think can happened,do you think the hundred of talented developer and networking specialist in blizzard would missed this idea?
Quote:
Can GameStudio simply hand the reins of hosting a field from one player to another without having to "close" the current running session and re-open the level? Having the game freeze and the screen go black every time the host switches would be most undesirable, and important data could be lost each time.
not sure about the GS networking capability(haven't touch it yet),anyway if wanna make mmo,start with the basic one.make online adventure,then fps.there is a GS user that kind enough to release his/her online fps source : http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/710804/an/0/page/0/gonew/1#UNREAD good luck,
Quote:
I hope my logic here isn't too hard to follow. I'm a man of theory, always have and probably always will be. What are your thoughts on this idea? Could it be done and how?
theory/dream is free,there is no exception for doing it thats why we still life until now
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Re: Fluid Host
[Re: alpha12]
#101074
12/10/06 08:09
12/10/06 08:09
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Joined: Aug 2004
Posts: 1,305 New York
PrenceOfDarkness
Serious User
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Serious User
Joined: Aug 2004
Posts: 1,305
New York
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As far as running off the clients goes, there are some parts of the code and some situations where the client could do most of the code. For example, lets say your in a town where there is really not much to do. If the game is area based (enter a new area, new map loads) then you could have almost everthing run off the clients while they are in that area. This is fine since there is nothing to gain by cheating (just remember to make sure they can't change anything important). However as soon as they would leave this situations and enter a ex: a combat situation, where things like strenght levels and experience would come in to player, the server has to take over most the load, to insure ppl wont cheat.
"There is no problem that can't be solved with time and determination." -me prenceofdarkness for instant messages on AIM.
Looking for a model designer PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
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Re: Fluid Host
[Re: PrenceOfDarkness]
#101075
12/10/06 17:46
12/10/06 17:46
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Joined: Aug 2005
Posts: 186 Beneath the Surface
alpha12
Member
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Member
Joined: Aug 2005
Posts: 186
Beneath the Surface
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Quote:
As far as running off the clients goes, there are some parts of the code and some situations where the client could do most of the code. For example, lets say your in a town where there is really not much to do. If the game is area based (enter a new area, new map loads) then you could have almost everthing run off the clients while they are in that area. This is fine since there is nothing to gain by cheating (just remember to make sure they can't change anything important). However as soon as they would leave this situations and enter a ex: a combat situation, where things like strenght levels and experience would come in to player, the server has to take over most the load, to insure ppl wont cheat.
have you make prototype on this?for small scale mmo might be fine,but as the mmo would be grow,the more Region A hoster pc resource needed,did you think all of the player has the newest pc component?some of the people still has early p4 release with 256 ram,i don't think that kind of resource will manage to serve 100 people and process the data to metaserver/mainserver
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