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Thread: Periphery Online / MMORTS

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  1. #1
    I tried the game. It is really awsome! Excellent work, from an design- but also from a programming stand point. The Age of Empires controls and sounds are great, too! - I wonder, as it is MMORTS, what happens if I log off and someone attacks. I will be an easy target in this case, right?

    The source code is not available, right?

    Best regards
    Matthias

  2. #2
    Awesome. Well done!

  3. #3
    Matthias, Jonax - thanks.

    I wonder, as it is MMORTS, what happens if I log off and someone attacks. I will be an easy target in this case, right?
    Yes, at any moment any other player will be able to attack you. For protection, you can build defensive structures such as towers and walls. The wall has a lot of HP, absorbs and reflects most of the damage, and can be upgraded as long as there are enough resources.

    The source code is not available, right?
    Sorry, in order to prevent desync, the code will not be available. It's a multiplayer game, after all.

  4. #4
    Quote Originally Posted by rts111 View Post
    Matthias, Jonax - thanks.


    Yes, at any moment any other player will be able to attack you. For protection, you can build defensive structures such as towers and walls. The wall has a lot of HP, absorbs and reflects most of the damage, and can be upgraded as long as there are enough resources.
    I see, that is what I expected and I like this.

    Quote Originally Posted by rts111 View Post
    Sorry, in order to prevent desync, the code will not be available. It's a multiplayer game, after all.

    Never mind, but what do you mean by "prevent desync"?

  5. #5
    I meant that if some player has access to the code, and if he changes the code of his game client, for example, increases the HP of a unit, then his client will work out of sync with other players' game clients. Something like that.

  6. #6
    Quote Originally Posted by rts111 View Post
    I meant that if some player has access to the code, and if he changes the code of his game client, for example, increases the HP of a unit, then his client will work out of sync with other players' game clients. Something like that.
    So this would mean you are using distributed processing of game state where each client is processing state of its own ingame units. Right?

  7. #7
    To make the server work as easy as possible, a significant part of the calculations has been transferred to the client side. Yes, something like distributed processing.

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