Please do the multiplayer game! With Dedicated server!
Posted: Wed Apr 28, 2010 8:16 pm
It will be great!
It was my dream since 1988 year!
It was my dream since 1988 year!
For information and discussion about Oolite.
https://bb.oolite.space/
Code: Select all
We can use the IRC server and simple client\server application for exchange object coordinates in game.
Main modified "server" collects coordinates from all users who has logged in to the game room on IRC server and both sends in private to all logged users too. Including all other collisions in game.
Excuse for my bad English... :)
Scheme
[GAME_Server]
|
|
[irc_server]
|
|
[sending coordinates..etc in private to players within one planet]
|-->______[player1]
\______[player2].......etc
Receaving collected info from i/o devices and choices in game was made by players:
[GAME_Server]
|
|
[irc_server]
|
|
[Game client sends in private to the server nickname in IRC ]
|<--______[player1]
\______[player2].......etc
Thanks.Cmdr James wrote:Good luck with your project.
I think you have misunderstood why this will not happen, but if you do get a dev team together for it, and make it work I will be impressed.
I will be even more impressed if you do it without any programmers.Michael Lenz wrote:Thanks.
But this is not proposal for developers.
If someone wont it, we can try do this
I agree. Though I recommend following: hosting player sets # credits which he and other players can spend for ship and equipment of their choice. Players could freely pick the system they start in. Even with just 10 players that ought to be enough for one battle in one system where one side escort Anaconda/Boa/Python (can be piloted by one of the players) and other team tries cracking it up. Or all players go to battle against AI controlled Thargoids (event type OXP). With OXPs there are plenty of possibilities, though players would need to organize schedules, OXPs to be used (for all players), and agree to the goals. And nothing would be more annoying than one player in team of said Anaconda/Boa/Python and firing his missiles at its rear. Such should go to community black list (of course they can come back with different player name) and hosting player needs tools to kick off clients from his host. All ships selectable for players plz!Winston wrote:No MMORPG until a successful arena deathmatch or CTF game can be run reliably.
Could net code be done with Java?Net code. SDL provides platform independent net code (that I've not yet looked at), but you'd have to write your own code to handle lag in the context of Oolite. You'd want to use the SDL netcode as a general interface since not the whole world is a Mac.
Much of those are issues only with MMO type game. If you want such, play EVE Online. I would be verrry happy pirate with just one player making host and other players joining it with his IP/port address and password (if given).Then we get to network bandwidth. We've got to delegate some things to the client (we can't have the server sending the location of every particle of an explosion or the bandwidth requirements will get ridiculous) but we have to have the server maintain control of some things. We may need to make some objects immovable and indestructable (such as large asteroids and space stations) so we only need to ever send them once. We need to decide what information to send. For example, you'll want to have frequent updates of objects on a player's scanner, but not send any data about a distant battle that the player can't see - except of course for the explosions, which can be seen at any range.
...
With 20 star systems, really you'd need on average 15 players continuously on each to make it worthwhile for most people. That's 300 simultaneous users (minimum).